168 lines
5.8 KiB
Lua
168 lines
5.8 KiB
Lua
local MiniGameMode_ShootingTarget = {
|
|
IsGameEnd = false;
|
|
-- 给玩家结算添加的得分{[PlayerKey] = AddScore, ...}
|
|
PlayerAddScore = {};
|
|
|
|
-- 目标得分
|
|
-- TargetHitScore = 50;
|
|
-- 玩家当前击靶得分
|
|
MiniGameScore = {};
|
|
-- 玩家完成目标的时间{[PlayerKey] = Time, ...}
|
|
PlayerFinishMiniGameTime = {};
|
|
|
|
LastUpdatePlayerScoreTime = 0.;
|
|
PlayerScoreIsChange = false;
|
|
|
|
RespawnList = {};
|
|
|
|
LastCheckPlayerBackPack = 0.;
|
|
bIsInGame = false;
|
|
}
|
|
|
|
function MiniGameMode_ShootingTarget:Init()
|
|
self.PlayerGravityScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.ShootingTarget].GameParam.GravityScale
|
|
self.JumpScale = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.ShootingTarget].GameParam.JumpVelocityScale
|
|
UGCEventSystem.AddListener(EventEnum.ShootingTargetAddScore, self.ShootingTargetAddScore, self)
|
|
self.DefaultBackPack = MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.ShootingTarget].GameParam.DefaultBackPack
|
|
|
|
local AllPC = UGCGameSystem.GetAllPlayerController()
|
|
for i, PC in pairs(AllPC) do
|
|
self.MiniGameScore[PC.PlayerKey] = 0
|
|
end
|
|
UGCSendRPCSystem.RPCEvent(nil, EventEnum.UpdateMiniGameAllPlayerScore, self.MiniGameScore)
|
|
|
|
end
|
|
|
|
function MiniGameMode_ShootingTarget:GameBegin()
|
|
self.bIsInGame = true
|
|
end
|
|
|
|
function MiniGameMode_ShootingTarget:Update(DeltaTime)
|
|
-- 判断该玩法是否已结束
|
|
if self.IsGameEnd then return end
|
|
|
|
-- Update逻辑
|
|
|
|
---- 更新玩家得分
|
|
--self.LastUpdatePlayerScoreTime = self.LastUpdatePlayerScoreTime + DeltaTime
|
|
---- 这里做了个减少RPC发送频率的处理
|
|
--if self.PlayerScoreIsChange and self.LastUpdatePlayerScoreTime >= 0.2 then
|
|
-- self.LastUpdatePlayerScoreTime = 0.
|
|
-- self.PlayerScoreIsChange = false
|
|
-- UGCSendRPCSystem.RPCEvent(nil, EventEnum.UpdateMiniGameAllPlayerScore, self.MiniGameScore)
|
|
--end
|
|
|
|
-- 验证背包
|
|
self.LastCheckPlayerBackPack = self.LastCheckPlayerBackPack + DeltaTime
|
|
if self.LastCheckPlayerBackPack >= 1. then
|
|
self.LastCheckPlayerBackPack = 0.
|
|
self:CheckBackPack()
|
|
end
|
|
|
|
|
|
-- Update逻辑 End
|
|
end
|
|
|
|
--- 设置游戏结束,手动触发会结束该玩法,倒计时结束将自动触发该函数
|
|
function MiniGameMode_ShootingTarget:SetMiniGameModeEnd()
|
|
if not self.IsGameEnd then
|
|
self.IsGameEnd = true
|
|
self:MiniGameEnd()
|
|
end
|
|
end
|
|
|
|
--- 获取当前回合游戏结算,
|
|
---@return "{[PlayerKey] = AddScore, ...}"
|
|
function MiniGameMode_ShootingTarget:GetPlayerAddScore()
|
|
return self.PlayerAddScore
|
|
end
|
|
|
|
--- 外层调用,判断该玩法是否已结束
|
|
function MiniGameMode_ShootingTarget:CheckGameFinish()
|
|
return self.IsGameEnd
|
|
end
|
|
|
|
--- 结束触发
|
|
function MiniGameMode_ShootingTarget:MiniGameEnd()
|
|
for i, v in pairs(self.RespawnList) do
|
|
UGCEventSystem.StopTimer(v)
|
|
end
|
|
self.RespawnList = {}
|
|
|
|
self.PlayerAddScore = UGCGameSystem.GameState:GetPlayerMiniGameAddScore()
|
|
|
|
UGCEventSystem.RemoveListener(EventEnum.ShootingTargetAddScore, self.ShootingTargetAddScore, self)
|
|
end
|
|
|
|
--- 玩家BeginPlay触发
|
|
function MiniGameMode_ShootingTarget:PlayerBeginPlay(PlayerPawn)
|
|
PlayerPawn:SetGravityScale(self.PlayerGravityScale)
|
|
PlayerPawn:SetCustomJumpZVelocity(443 * self.JumpScale)
|
|
UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
|
|
if UE.IsValid(PlayerPawn) then
|
|
PlayerPawn:SetGravityScale(self.PlayerGravityScale)
|
|
PlayerPawn:SetCustomJumpZVelocity(443 * self.JumpScale)
|
|
UGCLogSystem.Log("[MiniGameMode_ShootingTarget_PlayerBeginPlay]")
|
|
end
|
|
end, 1)
|
|
end
|
|
|
|
------------------------------------------ Player ------------------------------------------
|
|
|
|
function MiniGameMode_ShootingTarget:PlayerDead(VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue, Assister)
|
|
-- 判断死者是否有分
|
|
local VictimScore = UGCGameSystem.GameState:GetPlayerMiniGameScore(VictimKey)
|
|
if VictimScore then
|
|
-- 抢夺被杀者部分积分
|
|
local SnatchScore = math.ceil(VictimScore * MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.ShootingTarget].GameParam.SnatchRate)
|
|
self:ShootingTargetAddScore(VictimKey, -SnatchScore)
|
|
self:ShootingTargetAddScore(CauserKey, SnatchScore)
|
|
end
|
|
|
|
|
|
-- 复活死者
|
|
self.RespawnList[VictimKey] = UGCEventSystem.SetTimer(UGCGameSystem.GameState,
|
|
function()
|
|
self.RespawnList[VictimKey] = nil
|
|
if not self.IsGameEnd then
|
|
UGCGameSystem.RespawnPlayer(VictimKey)
|
|
UGCLogSystem.Log("[MiniGameMode_ShootingTarget_PlayerDead] RespawnPlayer")
|
|
end
|
|
end,
|
|
MiniGameConfig.MiniGameInfo[MiniGameConfig.MiniGameType.ShootingTarget].GameParam.RespawnTime
|
|
)
|
|
end
|
|
|
|
function MiniGameMode_ShootingTarget:PlayerDamageModify(DamageAmount, VictimPawn, CauserPC)
|
|
return DamageAmount
|
|
end
|
|
|
|
function MiniGameMode_ShootingTarget:PlayerPossessed(PlayerPawn, Controller)
|
|
|
|
end
|
|
|
|
---------------------------------------- Player End ----------------------------------------
|
|
|
|
|
|
function MiniGameMode_ShootingTarget:ShootingTargetAddScore(PlayerKey, AddScore)
|
|
if self.bIsInGame then
|
|
UGCGameSystem.GameState:PlayerAddMiniGameScore(PlayerKey, AddScore)
|
|
MiniGameConfig.CheckPlayerTask(PlayerKey, MiniGameConfig.MiniGameType.ShootingTarget, UGCGameSystem.GameState:GetPlayerMiniGameScore(PlayerKey), false)
|
|
end
|
|
end
|
|
|
|
--- 验证背包
|
|
function MiniGameMode_ShootingTarget:CheckBackPack()
|
|
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
|
|
for _, PlayerPawn in pairs(AllPawn) do
|
|
for i, ItemID in pairs(self.DefaultBackPack) do
|
|
if ItemID > 0 and UGCBackPackSystem.GetItemCount(PlayerPawn, ItemID) == 0 then
|
|
UGCBackPackSystem.AddItem(PlayerPawn, ItemID, 1)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
return MiniGameMode_ShootingTarget |