1233 lines
47 KiB
Lua
1233 lines
47 KiB
Lua
---@class UGCGameState_C:BP_UGCGameState_C
|
||
--Edit Below--
|
||
---@type UGCGameState_C
|
||
UGCGameSystem.UGCRequire('Script.Global.Global')
|
||
UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
|
||
|
||
|
||
|
||
local UGCGameState = {
|
||
WaitPlayerJoinTime = 0;
|
||
GameStateType = CustomEnum.EGameState.Waiting;
|
||
GameTime = 0; -- 游戏倒计时时间
|
||
|
||
PlayerPersonalInfos = {}; -- 玩家信息{PlayerKey = {UID, PlayerKey, TeamID, IsOffline, PlayerName, Gender, IconURL, AchievementScore, IsSelectTeam}, ...}
|
||
PlayerScoreDatas = {}; -- 玩家得分信息{[PlayerKey] = {Kills = int32, Assists = int32, Score = int32}...}
|
||
TeamScore = {}; -- 队伍得分{[TeamID] = Score}
|
||
|
||
|
||
PlayerJoinNum = 0; -- 玩家加入的数量作为个人TeamID
|
||
AllAlivePlayers = {}; -- 存活的玩家 PlayerKeys
|
||
MapKey = -1; -- 选择出的地图的索引
|
||
|
||
SyncPlayModeUIInfo = {}; -- 同步游玩模式显示的UI
|
||
|
||
-- Round
|
||
RoundCount = 0; -- 当前回合
|
||
WiningTeam = -1; -- 当前获胜队伍
|
||
|
||
-- 武器配置选择
|
||
PlayerWeaponCombination = {}; -- 玩家可选的武器组合索引
|
||
PlayerSelectedWeaponIndex = {}; -- 玩家选择的武器配置索引
|
||
PlayerAutoSelectWeaponHandle = {}; -- 自动选择武器索引
|
||
|
||
-- 呼吸回血的玩家
|
||
RespiratoryRegurgitationPlayers = {};
|
||
|
||
-- 工程参数
|
||
PlayerSelectedChallenge = {}; -- 玩家选择的挑战者
|
||
ChallengePlayer = -1; -- 挑战者
|
||
};
|
||
|
||
function UGCGameState:GetReplicatedProperties()
|
||
return
|
||
"GameTime",
|
||
"PlayerPersonalInfos",
|
||
"WaitPlayerJoinTime",
|
||
"GameStateType",
|
||
"PlayerScoreDatas",
|
||
"TeamScore",
|
||
|
||
|
||
"AllAlivePlayers",
|
||
"MapKey",
|
||
"SyncPlayModeUIInfo",
|
||
|
||
"RoundCount",
|
||
"WiningTeam",
|
||
|
||
|
||
"PlayerWeaponCombination",
|
||
"PlayerSelectedWeaponIndex",
|
||
|
||
-- 工程同步的参数
|
||
"PlayerSelectedChallenge",
|
||
"ChallengePlayer",
|
||
|
||
BuffManager.GetReplicatedProperties(),
|
||
ArchiveDataConfig.GetAllReplicatedPropertiesName()
|
||
|
||
|
||
|
||
end
|
||
-------------------------------------------------------- OnRep --------------------------------------------------------
|
||
function UGCGameState:OnRep_PlayerScoreDatas()
|
||
PlayerScoreSystem.SetPlayerScoreDatas(self.PlayerScoreDatas)
|
||
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
|
||
end
|
||
|
||
function UGCGameState:OnRep_PlayerPersonalInfos()
|
||
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerScoreData)
|
||
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerInfo)
|
||
UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
|
||
end
|
||
|
||
function UGCGameState:OnRep_GameStateType()
|
||
if self:HasAuthority() then return end
|
||
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
|
||
end
|
||
|
||
function UGCGameState:OnRep_AllAlivePlayers()
|
||
UGCEventSystem.SendEvent(EventEnum.PlayerIsAliveIsChange)
|
||
end
|
||
|
||
function UGCGameState:OnRep_RoundCount()
|
||
UGCEventSystem.SendEvent(EventEnum.NewRound, self.RoundCount)
|
||
end
|
||
|
||
function UGCGameState:OnRep_SyncPlayModeUIInfo()
|
||
for _, UIType in pairs(WidgetConfig.SyncShowPlayModeWidget) do
|
||
local Params = self.SyncPlayModeUIInfo[UIType]
|
||
if Params == nil then
|
||
WidgetManager:ClosePanel(UIType)
|
||
end
|
||
end
|
||
|
||
for UIType, Params in pairs(self.SyncPlayModeUIInfo) do
|
||
WidgetManager:ShowPanel(UIType, false, table.unpack(Params))
|
||
end
|
||
end
|
||
|
||
function UGCGameState:OnRep_PlayerWeaponCombination()
|
||
UGCEventSystem.SendEvent(EventEnum.PlayerWeaponCombinationUpdate, self.PlayerWeaponCombination)
|
||
end
|
||
|
||
function UGCGameState:OnRep_PlayerSelectedWeaponIndex()
|
||
UGCEventSystem.SendEvent(EventEnum.PlayerSelectedWeaponIndexUpdate, self.PlayerSelectedWeaponIndex)
|
||
end
|
||
|
||
function UGCGameState:OnRep_TeamScore()
|
||
UGCEventSystem.SendEvent(EventEnum.UpdateTeamScore, self.TeamScore)
|
||
end
|
||
|
||
function UGCGameState:OnRep_MapKey()
|
||
UGCEventSystem.SendEvent(EventEnum.UpdateMapKey, self.MapKey)
|
||
self:LoadNowMiniMap()
|
||
end
|
||
|
||
-- 工程OnRep
|
||
function UGCGameState:OnRep_PlayerSelectedChallenge()
|
||
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerSelectedChallenge, self:GetSelectedChallengeCount())
|
||
end
|
||
|
||
function UGCGameState:OnRep_ChallengePlayer()
|
||
|
||
end
|
||
------------------------------------------------------ OnRep End ------------------------------------------------------
|
||
|
||
|
||
function UGCGameState:ReceiveBeginPlay()
|
||
UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay]")
|
||
|
||
--屏蔽死亡盒子
|
||
-- self.IsShowDeadBox = false;
|
||
-- 显示飘字
|
||
self.bIsShowHitValue = true;
|
||
|
||
-- 注册存档API
|
||
ArchiveDataConfig.Register(self)
|
||
-- 注册BuffSystem
|
||
BuffManager.InitRegister(self)
|
||
-- 注册粒子特效
|
||
ParticleConfig.Init(self)
|
||
-- 初始化全局逻辑
|
||
GlobalInit.Init()
|
||
|
||
|
||
self:AddBind()
|
||
|
||
-- 开启滑铲State部分
|
||
self.bIsOpenShovelingAbility = false
|
||
-- 注册排行信息
|
||
PlayerScoreSystem.RegisterInfo(PlayerScoreSystem.Config.ScoreList)
|
||
-- 初始化RPC系统
|
||
UGCSendRPCSystem.InitUGCSendRPCSystem(self, "UGCSendRPCSystemFunc")
|
||
|
||
if UGCGameSystem.IsServer() then
|
||
-- 绑定更新积分的函数
|
||
PlayerScoreSystem.BindChangeScoreDataCallBack(self.UpdateAllPlayerScoreDatas, self)
|
||
|
||
else
|
||
self:OnRep_SyncPlayModeUIInfo()
|
||
end
|
||
UGCLogSystem.Log("[UGCGameState_ReceiveBeginPlay] Finish")
|
||
end
|
||
|
||
--function UGCGameState:ReceiveTick(DeltaTime)
|
||
--end
|
||
|
||
|
||
function UGCGameState:ReceiveEndPlay()
|
||
self:RemoveBind()
|
||
end
|
||
|
||
|
||
function UGCGameState:AddBind()
|
||
UGCCommoditySystem.BuyUGCCommodityResultDelegate:Add(self.OnBuyUGCCommodityResult, self)
|
||
if self:HasAuthority() then
|
||
UGCEventSystem.AddListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
|
||
UGCEventSystem.AddListener(EventEnum.PlayerExit, self.PlayerExit, self)
|
||
else
|
||
end
|
||
end
|
||
|
||
function UGCGameState:RemoveBind()
|
||
UGCCommoditySystem.BuyUGCCommodityResultDelegate:Remove(self.OnBuyUGCCommodityResult, self)
|
||
if self:HasAuthority() then
|
||
UGCEventSystem.RemoveListener(EventEnum.PlayerLogin, self.PlayerLogin, self)
|
||
UGCEventSystem.RemoveListener(EventEnum.PlayerExit, self.PlayerExit, self)
|
||
else
|
||
end
|
||
end
|
||
|
||
|
||
function UGCGameState:PlayerLogin(PlayerPawn, PlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_PlayerLogin] PlayerKey:%s", tostring(PlayerKey))
|
||
-- 更新玩家队伍设置
|
||
self:UpdatePlayerTeam(PlayerKey)
|
||
-- 获取玩家信息
|
||
self:GetUserInfo(PlayerKey)
|
||
-- 注册玩家得分信息
|
||
PlayerScoreSystem.InitPlayerScoreData(PlayerKey)
|
||
-- 增加玩家游玩次数
|
||
self:AddPlayerNumberOfPlays(PlayerKey)
|
||
|
||
UGCLogSystem.Log("[UGCGameState_PlayerLogin] Finish")
|
||
|
||
-- Test
|
||
--local Count = math.random(1, 6)
|
||
--UGCLogSystem.Log("[UGCGameState_PlayerLogin] Count:%s", tostring(Count))
|
||
--ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount, Count)
|
||
end
|
||
|
||
function UGCGameState:PlayerExit(PlayerPawn, PlayerKey)
|
||
if GlobalConfigs.GameSetting.EnablePlayerJoin then
|
||
PlayerScoreSystem.RemovePlayerScoreInfo(PlayerKey)
|
||
end
|
||
end
|
||
|
||
|
||
|
||
|
||
--- 玩家登录获取玩家数据
|
||
---@param PlayerKey uint
|
||
function UGCGameState:GetUserInfo(PlayerKey)
|
||
if self.PlayerPersonalInfos[PlayerKey] then return self.PlayerPersonalInfos[PlayerKey] end
|
||
|
||
local UserInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(PlayerKey)
|
||
local PS = UGCGameSystem.GetPlayerStateByPlayerKey(PlayerKey);
|
||
if UserInfo then
|
||
--- UID,PlayerName,TeamID,Gender,PlatformGender,PlayerLevel,SegmentLevel,IconURL
|
||
local UserInfoCpy = UserInfo:Copy()
|
||
UGCLogSystem.Log("[UGCGameState_GetUserInfo] PlayerName:%s", UserInfoCpy.PlayerName)
|
||
self.PlayerPersonalInfos[PlayerKey] = table.DeepCopy(UE.ToTable(UserInfo))
|
||
UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] UserInfo:", self.PlayerPersonalInfos[PlayerKey])
|
||
|
||
if PS and UE.IsValid(PS) then
|
||
self.PlayerPersonalInfos[PlayerKey].AvatarBoxId = PS.AvatarBoxId
|
||
else
|
||
self.PlayerPersonalInfos[PlayerKey].AvatarBoxId = 0
|
||
end
|
||
UGCLogSystem.LogTree("[UGCGameState_GetUserInfo] UserInfo:", self.PlayerPersonalInfos[PlayerKey])
|
||
|
||
return self.PlayerPersonalInfos[PlayerKey]
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_GetUserInfo] UserInfo Error PlayerKey:%s", tostring(PlayerKey))
|
||
end
|
||
|
||
end
|
||
|
||
|
||
-------------------------------------------------- ArchiveData --------------------------------------------------
|
||
|
||
function UGCGameState:GetArchiveDataByType(PlayerKey, ArchiveType)
|
||
local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
|
||
if UID then
|
||
local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
|
||
if ArchiveData then
|
||
UGCLogSystem.Log("[UGCGameState_GetArchiveDataByType] Succeed")
|
||
return ArchiveData[ArchiveType]
|
||
end
|
||
end
|
||
return nil
|
||
end
|
||
|
||
function UGCGameState:SavePlayerArchiveData(PlayerKey, ArchiveType, Data)
|
||
local UID = self:GetPlayerUIDByPlayerKey(PlayerKey)
|
||
if UID then
|
||
local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(UID)
|
||
if ArchiveData == nil then
|
||
ArchiveData = {}
|
||
end
|
||
ArchiveData[ArchiveType] = Data
|
||
UGCPlayerStateSystem.SavePlayerArchiveData(UID, ArchiveData)
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
------------------------------------------------ ArchiveData End ------------------------------------------------
|
||
-- 存档 ---------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
------------------------------------------------- NumberOfPlays -------------------------------------------------
|
||
|
||
--- 增加玩家游玩次数
|
||
function UGCGameState:AddPlayerNumberOfPlays(PlayerKey)
|
||
local NumberOfPlays = self:GetArchiveDataByType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays)
|
||
if NumberOfPlays then
|
||
self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, NumberOfPlays + 1)
|
||
else
|
||
self:SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlays, 1)
|
||
end
|
||
end
|
||
|
||
|
||
--- 获取玩家游玩次数
|
||
function UGCGameState:GetPlayerNumberOfPlays(PlayerKey)
|
||
return ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.NumberOfPlay)
|
||
end
|
||
|
||
----------------------------------------------- NumberOfPlays End -----------------------------------------------
|
||
|
||
|
||
|
||
-- 存档 End -----------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
-- Team Score Data ----------------------------------------------------------------------------------------
|
||
--- 更新返回所有玩家得分
|
||
function UGCGameState:UpdateAllPlayerScoreDatas()
|
||
self.PlayerScoreDatas = PlayerScoreSystem.GetPlayerScoreDatas()
|
||
UGCLogSystem.LogTree("[UGCGameState_UpdateAllPlayerScoreDatas]", self.PlayerScoreDatas)
|
||
end
|
||
|
||
--- 获取队伍得分
|
||
function UGCGameState:GetTeamScore(TeamID)
|
||
return (self.TeamScore[TeamID] and self.TeamScore[TeamID] or 0)
|
||
end
|
||
|
||
--- 获取最高的队伍得分
|
||
function UGCGameState:GetMaxTeamScore()
|
||
local Res = 0
|
||
for i, v in pairs(self.TeamScore) do
|
||
Res = math.max(Res, v)
|
||
end
|
||
return Res
|
||
end
|
||
|
||
--- 重置队伍得分
|
||
function UGCGameState:ResetTeamScore()
|
||
self.TeamScore = {}
|
||
end
|
||
|
||
--- 增加队伍得分
|
||
function UGCGameState:AddTeamScore(TeamID, Score)
|
||
self.TeamScore[TeamID] = self:GetTeamScore(TeamID) + Score
|
||
UGCEventSystem.SendEvent(EventEnum.UpdateTeamScore)
|
||
end
|
||
|
||
|
||
--- 新回合
|
||
function UGCGameState:AddNewRound()
|
||
self:ResetRoundInfo()
|
||
self.RoundCount = self.RoundCount + 1
|
||
end
|
||
|
||
function UGCGameState:IsFinishRound()
|
||
return self.RoundCount >= GlobalConfigs.GameSetting.MaxRound
|
||
end
|
||
|
||
--- 重置回合信息
|
||
function UGCGameState:ResetRoundInfo()
|
||
self.WinningTeam = -1
|
||
end
|
||
|
||
--- 获取当前回合数
|
||
function UGCGameState:GetRoundCount()
|
||
return self.RoundCount
|
||
end
|
||
|
||
--- 设置获胜方
|
||
function UGCGameState:SetWinningTeam(TeamID)
|
||
if self.WinningTeam > 0 then
|
||
return
|
||
end
|
||
self.WinningTeam = TeamID
|
||
self:AddTeamScore(TeamID, 1)
|
||
end
|
||
|
||
--- 获取当前获胜方
|
||
function UGCGameState:GetWinningTeam()
|
||
return self.WinningTeam
|
||
end
|
||
|
||
--- 获取队伍中的玩家
|
||
function UGCGameState:GetTeamPlayer(TeamID)
|
||
local Res = {}
|
||
for PlayerKey, PlayerInfo in pairs(self.PlayerPersonalInfos) do
|
||
if PlayerInfo.TeamID == TeamID then
|
||
Res[#Res + 1] = PlayerKey
|
||
end
|
||
end
|
||
return Res
|
||
end
|
||
|
||
|
||
-- Team Score Data End ------------------------------------------------------------------------------------
|
||
|
||
|
||
--- 获取当前游戏状态
|
||
function UGCGameState:GetGameStateType()
|
||
return self.GameStateType
|
||
end
|
||
|
||
--- 设置当前游戏状态
|
||
function UGCGameState:SetGameStateType(NewGameStateType)
|
||
if not self:HasAuthority() then return end
|
||
if self.GameStateType ~= NewGameStateType then
|
||
self.GameStateType = NewGameStateType
|
||
UGCEventSystem.SendEvent(EventEnum.GameStateChange, self.GameStateType)
|
||
end
|
||
end
|
||
|
||
--- 设置游戏结束
|
||
function UGCGameState:GameFinish()
|
||
self:SetGameStateType(CustomEnum.EGameState.End)
|
||
end
|
||
|
||
--- 获取一个新的队伍ID 个人战使用
|
||
function UGCGameState:GetNewTeamID()
|
||
-- body
|
||
self.PlayerJoinNum = self.PlayerJoinNum + 1
|
||
return self.PlayerJoinNum
|
||
end
|
||
|
||
|
||
|
||
|
||
------------------------------------------------------------------ 获取玩家信息 ------------------------------------------------------------------
|
||
|
||
function UGCGameState:GetPlayerNameByPlayerKey(PlayerKey)
|
||
if self.PlayerPersonalInfos[PlayerKey] then
|
||
return self.PlayerPersonalInfos[PlayerKey].PlayerName
|
||
else
|
||
return ""
|
||
end
|
||
end
|
||
|
||
function UGCGameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
|
||
if self.PlayerPersonalInfos[PlayerKey] then
|
||
return self.PlayerPersonalInfos[PlayerKey].TeamID
|
||
else
|
||
return -1
|
||
end
|
||
end
|
||
|
||
function UGCGameState:GetHeadIconByPlayerKey(PlayerKey)
|
||
if self.PlayerPersonalInfos[PlayerKey] then
|
||
return self.PlayerPersonalInfos[PlayerKey].IconURL
|
||
else
|
||
return ""
|
||
end
|
||
end
|
||
|
||
function UGCGameState:GetPlayerUIDByPlayerKey(PlayerKey)
|
||
return self.PlayerPersonalInfos[PlayerKey].UID
|
||
end
|
||
|
||
function UGCGameState:GetPlayerHeadInfo(PlayerKey)
|
||
local PlayerInfo = self.PlayerPersonalInfos[PlayerKey]
|
||
--- return {UID:string, IconURL:string, Gender:int, AvatarBoxId:int, PlayerLevel:int, PlayerName:string} 其中AvatarBoxId可以从PlayerState中获取
|
||
|
||
local Res = {
|
||
UIDString = "",
|
||
IconURL = "",
|
||
Gender = 1,
|
||
AvatarBoxId = 0,
|
||
PlayerLevel = 1,
|
||
PlayerName = "Null",
|
||
}
|
||
if PlayerInfo then
|
||
Res.UIDString = tostring(PlayerInfo.UID)
|
||
Res.IconURL = PlayerInfo.IconURL
|
||
Res.Gender = PlayerInfo.Gender
|
||
Res.AvatarBoxId = PlayerInfo.AvatarBoxId
|
||
Res.PlayerLevel = PlayerInfo.PlayerLevel
|
||
Res.PlayerName = PlayerInfo.PlayerName
|
||
end
|
||
return Res
|
||
end
|
||
|
||
---------------------------------------------------------------- 获取玩家信息 End ----------------------------------------------------------------
|
||
|
||
|
||
|
||
function UGCGameState:GetGameTime()
|
||
return self.GameTime
|
||
end
|
||
|
||
function UGCGameState:SetGameTime(NewTime)
|
||
if UGCGameSystem.IsServer() then
|
||
self.GameTime = NewTime
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_SetGameTime] 客户端无法设置游戏时间")
|
||
end
|
||
end
|
||
|
||
function UGCGameState:SetPlayerIsAlive(PlayerKey, Pawn)
|
||
if Pawn then
|
||
self.AllAlivePlayers[PlayerKey] = 1
|
||
else
|
||
self.AllAlivePlayers[PlayerKey] = nil
|
||
end
|
||
end
|
||
|
||
|
||
function UGCGameState:GetPlayerIsAlive(PlayerKey)
|
||
if self.AllAlivePlayers[PlayerKey] then
|
||
return true
|
||
end
|
||
return false
|
||
end
|
||
|
||
|
||
|
||
--- 获取队伍存活的玩家数
|
||
function UGCGameState:GetTeamAlivePlayerCount(TeamID)
|
||
|
||
local Count = 0
|
||
local Players = self:GetTeamPlayer(TeamID)
|
||
UGCLogSystem.LogTree("[UGCGameState_GetTeamAlivePlayerCount] Players", Players)
|
||
for i, v in pairs(Players) do
|
||
if self:GetPlayerIsAlive(v) then
|
||
Count = Count + 1
|
||
end
|
||
end
|
||
UGCLogSystem.Log("[UGCGameState_GetTeamAlivePlayerCount] Count:%s", tostring(Count))
|
||
return Count
|
||
end
|
||
|
||
--------------------------------------------- SyncUIInfo ---------------------------------------------
|
||
|
||
|
||
-- PlayMode -------------------------------------------------------------------------------------------
|
||
function UGCGameState:ShowSimplePlayModeUI(UIType, Params)
|
||
if Params == nil then Params = {} end
|
||
self.SyncPlayModeUIInfo = {}
|
||
self.SyncPlayModeUIInfo[UIType] = Params
|
||
end
|
||
|
||
function UGCGameState:AddPlayModeUI(UIType, Params)
|
||
if table.hasValue(WidgetConfig.SyncShowPlayModeWidget, UIType) then
|
||
if Params == nil then Params = {} end
|
||
self.SyncPlayModeUIInfo[UIType] = Params
|
||
end
|
||
end
|
||
|
||
function UGCGameState:RemovePlayModeUI(UIType)
|
||
self.SyncPlayModeUIInfo[UIType] = nil
|
||
end
|
||
-- PlayMode End ---------------------------------------------------------------------------------------
|
||
|
||
|
||
--------------------------------------------- SyncUIInfo End ---------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
-- PlayerWeaponCombination ---------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
|
||
self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
|
||
-- self:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||
end
|
||
|
||
function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
|
||
if self.PlayerWeaponCombination[PlayerKey] then
|
||
return self.PlayerWeaponCombination[PlayerKey]
|
||
else
|
||
return 1
|
||
end
|
||
end
|
||
|
||
--- 重置玩家选择的武器配置索引
|
||
function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
|
||
end
|
||
|
||
--- 重置所有玩家的武器配置索引
|
||
function UGCGameState:ResetAllPlayerSelectWeaponIndex()
|
||
self.PlayerSelectedWeaponIndex = {}
|
||
end
|
||
|
||
--- 设置玩家选择的武器配置索引
|
||
function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
|
||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = WeaponCombinationIndex
|
||
self:UpdatePlayerWeapon(PlayerKey)
|
||
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
|
||
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
|
||
self.PlayerAutoSelectWeaponHandle[PlayerKey] = nil
|
||
end
|
||
end
|
||
|
||
--- 校验玩家选择的武器配置索引
|
||
function UGCGameState:CheckPlayerSelectWeaponIndex(PlayerKey)
|
||
local SelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
if SelectedWeaponIndex then
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(PlayerKey)]
|
||
if WeaponCombination then
|
||
if WeaponCombination.Weapon[SelectedWeaponIndex] then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
--- 获取玩家选择的武器配置索引
|
||
function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||
if self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] == nil then
|
||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
|
||
end
|
||
return self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)]
|
||
end
|
||
|
||
--- 获取玩家选择的武器索引对应的武器及配件
|
||
function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey)
|
||
local Res = {}
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||
local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
|
||
local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts)
|
||
|
||
|
||
|
||
local Weapons
|
||
-- 判断是否有保存的武器组合
|
||
if SavedWeaponComb and SavedWeaponComb[PlayerWeaponCombination] and SavedWeaponComb[PlayerWeaponCombination][PlayerSelectedWeaponIndex] then
|
||
Weapons = SavedWeaponComb[PlayerWeaponCombination][PlayerSelectedWeaponIndex]
|
||
elseif WeaponCombination then
|
||
Weapons = WeaponCombination.Weapon[PlayerSelectedWeaponIndex]
|
||
end
|
||
if Weapons then
|
||
UGCLogSystem.LogTree("[UGCGameState_GetPlayerSelectedWeaponAndParts] Weapons:", Weapons)
|
||
for i, WeaponID in pairs(Weapons) do
|
||
if Res[WeaponID] == nil then
|
||
Res[WeaponID] = 1
|
||
else
|
||
Res[WeaponID] = Res[WeaponID] + 1
|
||
end
|
||
local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID)
|
||
if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then
|
||
Parts = PlayerCustomWeaponParts[WeaponID]
|
||
end
|
||
for _, PartID in pairs(Parts) do
|
||
if Res[PartID] then
|
||
Res[PartID] = 1 + Res[PartID]
|
||
else
|
||
Res[PartID] = 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return Res
|
||
end
|
||
|
||
--- 获取玩家选择的武器Item表
|
||
function UGCGameState:GetPlayerSelectedWeaponItemInfo(PlayerKey)
|
||
local Res = {}
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||
local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
|
||
local Weapons
|
||
-- 判断是否有保存的武器组合
|
||
if SavedWeaponComb and SavedWeaponComb[PlayerWeaponCombination] and SavedWeaponComb[PlayerWeaponCombination][PlayerSelectedWeaponIndex] then
|
||
Weapons = SavedWeaponComb[PlayerWeaponCombination][PlayerSelectedWeaponIndex]
|
||
elseif WeaponCombination then
|
||
Weapons = WeaponCombination.Weapon[PlayerSelectedWeaponIndex]
|
||
end
|
||
if Weapons then
|
||
local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
for i, WeaponID in pairs(Weapons) do
|
||
local WeaponItemInfo = {}
|
||
WeaponItemInfo.ItemID = WeaponID
|
||
WeaponItemInfo.Count = 1
|
||
WeaponItemInfo.SubItemList = {}
|
||
|
||
|
||
local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID)
|
||
if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then
|
||
Parts = PlayerCustomWeaponParts[WeaponID]
|
||
end
|
||
for PartIndex, PartID in pairs(Parts) do
|
||
WeaponItemInfo.SubItemList[PartIndex] = {ItemID = PartID, Count = 1}
|
||
end
|
||
Res[#Res + 1] = WeaponItemInfo
|
||
end
|
||
end
|
||
return Res
|
||
end
|
||
|
||
--- 检测并给予玩家武器和配件
|
||
function UGCGameState:CheckWeaponAndParts(InPlayerKey, IgnoreMagnifyingGlass)
|
||
if IgnoreMagnifyingGlass == nil then IgnoreMagnifyingGlass = true end
|
||
local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if TargetPawn == nil then return end
|
||
|
||
local WeaponAndParts = self:GetPlayerSelectedWeaponAndParts(InPlayerKey)
|
||
UGCLogSystem.LogTree("[UGCGameState_CheckWeaponAndParts]", WeaponAndParts)
|
||
---@return ItemDataList LuaTable @LuaTable<ItemData>, ItemData结构:ItemID,InstanceID,Count,Type,SubType,IsAvatar
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(TargetPawn)
|
||
|
||
local BackPackWeaponAndParts = {}
|
||
-- 验证玩家当前背包武器及配件是否需要销毁
|
||
for i, ItemInfo in pairs(AllItems) do
|
||
local ItemID = ItemInfo.ItemID
|
||
if (ItemID < 108000 and ItemID > 100000)
|
||
or (ItemID >= 200000 and ItemID < 300000) then
|
||
if BackPackWeaponAndParts[ItemInfo.ItemID] == nil then
|
||
BackPackWeaponAndParts[ItemInfo.ItemID] = 1
|
||
else
|
||
BackPackWeaponAndParts[ItemInfo.ItemID] = BackPackWeaponAndParts[ItemInfo.ItemID] + 1
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 验证玩家当前背包武器及配件是否需要销毁
|
||
for _, ItemInfo in pairs(AllItems) do
|
||
local TypeID = UGCSystemLibrary.GetItemTypeID(ItemInfo.ItemID)
|
||
if not IgnoreMagnifyingGlass or TypeID ~= 203 then
|
||
if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000)
|
||
or (TypeID >= 200 and TypeID < 300)
|
||
then
|
||
local TargetItemCount = WeaponAndParts[ItemInfo.ItemID]
|
||
if TargetItemCount == nil then TargetItemCount = 0 end
|
||
if BackPackWeaponAndParts[ItemInfo.ItemID] > TargetItemCount then
|
||
--- 销毁背包中的物品
|
||
--UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, ItemInfo.Count - TargetItemCount, true)
|
||
for i = 1, BackPackWeaponAndParts[ItemInfo.ItemID] - TargetItemCount do
|
||
UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, 1, true)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
local bGiveWeapon = false
|
||
-- 添加武器及配件
|
||
for ItemID, TargetCount in pairs(WeaponAndParts) do
|
||
local Count = UGCBackPackSystem.GetItemCount(TargetPawn, ItemID)
|
||
UGCLogSystem.Log("[UGCGameState_CheckWeaponAndParts] ItemID:%s, Count:%s", tostring(ItemID), tostring(Count))
|
||
if TargetCount > Count then
|
||
--UGCBackPackSystem.AddItem(TargetPawn, ItemID, TargetCount - Count)
|
||
for i = 1, TargetCount - Count do
|
||
UGCBackPackSystem.AddItem(TargetPawn, ItemID, 1)
|
||
end
|
||
local ItemTypeID = UGCSystemLibrary.GetItemTypeID(ItemID)
|
||
if ItemTypeID > 100 and ItemTypeID < 200 then
|
||
bGiveWeapon = true
|
||
end
|
||
end
|
||
end
|
||
-- 补满弹夹
|
||
if bGiveWeapon then
|
||
UGCEventSystem.SetTimer(TargetPawn, function()
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(TargetPawn, v)
|
||
if UE.IsValid(Weapon) then
|
||
UGCGunSystem.EnableClipInfiniteBullets(Weapon, true)
|
||
local MaxBulletNumInOneClip = UGCGunSystem.GetMaxBulletNumInOneClip(Weapon)
|
||
Weapon:SetCurrentBulletNumInClipOnServer(MaxBulletNumInOneClip, true)
|
||
-- 玩家离开换弹状态
|
||
if UE.IsValid(TargetPawn) then
|
||
UGCPawnSystem.LeavePawnState(TargetPawn, EPawnState.Roload)
|
||
end
|
||
end
|
||
end
|
||
end,
|
||
1.
|
||
)
|
||
end
|
||
end
|
||
--- 更新玩家的武器装备
|
||
function UGCGameState:UpdatePlayerWeapon(InPlayerKey)
|
||
local TargetPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if TargetPawn == nil then return end
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(TargetPawn)
|
||
-- 清除玩家武器
|
||
--for _, ItemInfo in pairs(AllItems) do
|
||
-- local TypeID = UGCSystemLibrary.GetItemTypeID(ItemInfo.ItemID)
|
||
-- if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000)
|
||
-- or (TypeID >= 200 and TypeID < 300)
|
||
-- then
|
||
-- UGCBackPackSystem.DropItem(TargetPawn, ItemInfo.ItemID, ItemInfo.Count, true)
|
||
-- end
|
||
--end
|
||
local WeaponIDs = {}
|
||
for _, ItemInfo in pairs(AllItems) do
|
||
if (ItemInfo.ItemID < 108000 and ItemInfo.ItemID > 100000) then
|
||
WeaponIDs[#WeaponIDs + 1] = ItemInfo.ItemID
|
||
end
|
||
end
|
||
|
||
|
||
local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(InPlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts)
|
||
for i, WeaponID in pairs(WeaponIDs) do
|
||
local Parts = MyWeaponSystem.GetWeaponBastParts(WeaponID)
|
||
if PlayerCustomWeaponParts and PlayerCustomWeaponParts[WeaponID] then
|
||
Parts = PlayerCustomWeaponParts[WeaponID]
|
||
end
|
||
for _, PartID in pairs(Parts) do
|
||
UGCBackPackSystem.DropItem(TargetPawn, PartID, 1, true)
|
||
end
|
||
UGCBackPackSystem.DropItem(TargetPawn, WeaponID, 1, true)
|
||
end
|
||
|
||
|
||
local WeaponItemInfo = self:GetPlayerSelectedWeaponItemInfo(InPlayerKey)
|
||
UGCLogSystem.LogTree("[UGCGameState_UpdatePlayerWeapon] WeaponItemInfo:", WeaponItemInfo)
|
||
self:PlayerAddItemInfo(InPlayerKey, WeaponItemInfo)
|
||
end
|
||
|
||
---@param InItems {ItemID, Count, SubItemList:配件{{ItemID, Count}, ...}}
|
||
function UGCGameState:PlayerAddItemInfo(InPlayerKey, InItems)
|
||
self:AddItem(InPlayerKey, InItems)
|
||
UGCEventSystem.SetTimer(self, function() UGCSystemLibrary.PlayerFullBullet(InPlayerKey) end, 1.)
|
||
end
|
||
|
||
function UGCGameState:AddItem(InPlayerKey, InItems)
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey)
|
||
local BackpackComponent = PC:GetBackpackComponent()
|
||
for _, Item in pairs(InItems) do
|
||
if ItemUtils.IsUGCItem(Item.ItemID) == true then
|
||
local ItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(Item.ItemID)
|
||
local ItemInfo = CreateStruct("BattleItemPickupInfo")
|
||
UGCLogSystem.Log("[UGCGameState_PlayerAddItemInfo] ItemID:%s, InstID:%s", tostring(Item.ItemID), tostring(ItemDefineID.InstanceID))
|
||
ItemInfo.Count = Item.Count
|
||
ItemInfo.bAutoEquip = (2 == ItemDefineID.Type) or (8 == ItemDefineID.Type)
|
||
|
||
BackpackComponent:RegisterItemGenerated(ItemDefineID.TypeSpecificID, ItemInfo.Count, ItemDefineID.InstanceID)
|
||
BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial)
|
||
-- BackpackComponent:PickupInitialItem(ItemDefineID, ItemInfo, true)
|
||
|
||
local BattleItemUseTarget =
|
||
{
|
||
TargetDefineID = ItemDefineID,
|
||
-- TargetAssociationName = "",
|
||
FilterTargetWhenPickup = true,
|
||
}
|
||
|
||
for _, SubItem in ipairs(Item.SubItemList or {}) do
|
||
if ItemUtils.IsUGCItem(SubItem.ItemID) == true then
|
||
local SubItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(SubItem.ItemID)
|
||
local EquipPickupInfo = CreateStruct("BattleItemPickupInfo")
|
||
EquipPickupInfo.Count = SubItem.Count
|
||
EquipPickupInfo.bAutoEquip = (2 == SubItemDefineID.Type) or (8 == SubItemDefineID.Type)
|
||
EquipPickupInfo.AutoEquipTarget = BattleItemUseTarget
|
||
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerWeapon], SubItem.ItemID="..SubItem.ItemID.." SubItem.Count="..SubItem.Count)
|
||
BackpackComponent:PickupInitialItem(SubItemDefineID, EquipPickupInfo, true)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
|
||
|
||
--- 显示玩家选择武器UI,并延迟默认选择第一个
|
||
function UGCGameState:ShowPlayerSelectWeaponWidget(PlayerKey)
|
||
UGCSendRPCSystem.ClientShowUI(PlayerKey, WidgetConfig.EUIType.WeaponSelect)
|
||
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
|
||
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
|
||
end
|
||
self.PlayerAutoSelectWeaponHandle[PlayerKey] = UGCEventSystem.SetTimer(self, function()
|
||
self.PlayerAutoSelectWeaponHandle[PlayerKey] = nil
|
||
self:PlayerSelectWeaponIndex(PlayerKey, 1)
|
||
end, GlobalConfigs.GameSetting.WeaponSelectTime)
|
||
end
|
||
|
||
--- 获取当前默认配置项的其他配件(头甲等出生给予的配置)
|
||
function UGCGameState:GetPlayerBeBornParts(InPlayerKey)
|
||
local WeaponCombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[self:GetPlayerWeaponCombination(InPlayerKey)]
|
||
if WeaponCombinationList then
|
||
return WeaponCombinationList.OtherParts
|
||
end
|
||
return {}
|
||
end
|
||
|
||
-- 玩家自定义武器组合
|
||
function UGCGameState:PlayerCustomWeapon(PlayerKey, ProgrammeIndex, WeaponComb, PartsComb)
|
||
UGCLogSystem.Log("[UGCGameState_PlayerCustomWeapon] PlayerKey:%s, ProgrammeIndex:%s", tostring(PlayerKey), tostring(ProgrammeIndex))
|
||
UGCLogSystem.LogTree("[UGCGameState_PlayerCustomWeapon] WeaponComb:", WeaponComb)
|
||
UGCLogSystem.LogTree("[UGCGameState_PlayerCustomWeapon] PartsComb:", PartsComb)
|
||
if ProgrammeIndex == nil or WeaponComb == nil then return end
|
||
local CustomWeaponList = {}
|
||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||
for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon[PlayerWeaponCombination]) do
|
||
for _, WeaponID in pairs(v.WeaponIDs) do
|
||
CustomWeaponList[#CustomWeaponList + 1] = WeaponID
|
||
end
|
||
end
|
||
for i, v in pairs(WeaponComb) do
|
||
if not table.hasValue(CustomWeaponList, v) then
|
||
UGCLogSystem.LogError("[UGCGameState_PlayerCustomWeapon] 有错误的武器ID:%s", tostring(v))
|
||
return
|
||
end
|
||
end
|
||
local PlayerWeaponCombs = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
if PlayerWeaponCombs == nil then PlayerWeaponCombs = {} end
|
||
if PlayerWeaponCombs[PlayerWeaponCombination] == nil then PlayerWeaponCombs[PlayerWeaponCombination] = {} end
|
||
|
||
PlayerWeaponCombs[PlayerWeaponCombination][ProgrammeIndex] = WeaponComb
|
||
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb, PlayerWeaponCombs)
|
||
|
||
local PlayerCustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.WeaponComb)
|
||
if PlayerCustomWeaponParts == nil then PlayerCustomWeaponParts = {} end
|
||
for i, WeaponID in pairs(WeaponComb) do
|
||
local CanSave = true
|
||
for _, PartID in pairs(PartsComb[i]) do
|
||
if not MyWeaponSystem.PartIsWeaponCanBeUsed(WeaponID, PartID) then
|
||
CanSave = false
|
||
break
|
||
end
|
||
end
|
||
if CanSave then
|
||
PlayerCustomWeaponParts[WeaponID] = PartsComb[i]
|
||
UGCLogSystem.Log("[UGCGameState_PlayerCustomWeapon] Save CustomParts Succeed")
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_PlayerCustomWeapon] Save CustomParts Failure")
|
||
end
|
||
|
||
end
|
||
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.CustomWeaponParts, PlayerWeaponCombs)
|
||
|
||
self:PlayerSelectWeaponIndex(PlayerKey, ProgrammeIndex)
|
||
UGCLogSystem.Log("[UGCGameState_PlayerCustomWeapon] Finish")
|
||
end
|
||
-- PlayerWeaponCombination End -----------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
-- 内购 -------------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
--可以通过参数得知玩家物品的变化已经是否购买成功
|
||
function UGCGameState:OnBuyUGCCommodityResult(bSucceeded, PlayerKey, CommodityID, Count, UID, ProductID)
|
||
local Result = string.format(
|
||
"([UGCGameState_OnBuyUGCCommodityResult bSucceeded=%s PlayerKey=%s CommodityID=%s Count=%s)",
|
||
tostring(bSucceeded),
|
||
tostring(PlayerKey),
|
||
tostring(CommodityID),
|
||
tostring(Count),
|
||
tostring(ProductID)
|
||
)
|
||
ugcprint(Result)
|
||
|
||
local cond = UGCGameSystem.IsServer()
|
||
if cond then
|
||
if bSucceeded then
|
||
self:AddGoldBrick(PlayerKey, Count)
|
||
UGCLogSystem.Log("[UGCGameState_OnBuyUGCCommodityResult] AddSucceed")
|
||
end
|
||
local CommodityList = UGCCommoditySystem.GetAllPlayerUGCCommodityList()
|
||
local PlayerController = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
ugcprint(ToTreeString(CommodityList[PlayerController:GetInt64UID()]))
|
||
else
|
||
local CommodityList = UGCCommoditySystem.GetUGCCommodityList()
|
||
ugcprint(ToTreeString(CommodityList))
|
||
end
|
||
end
|
||
|
||
-- 内购 End ---------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- Map ---------------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:SetMapKey(InMapKey)
|
||
self.MapKey = InMapKey
|
||
end
|
||
|
||
function UGCGameState:GetMapKey()
|
||
return self.MapKey
|
||
end
|
||
|
||
function UGCGameState:LoadNowMiniMap()
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap]")
|
||
if self:HasAuthority() or self.MapKey == nil then
|
||
UGCLogSystem.LogError("[UGCGameState_LoadNowMiniMap] self.MapSelectionFinalResult is nil")
|
||
return
|
||
end
|
||
local MiniMapInfo = MapConfig.MapInfo[self.MapKey].MiniMapInfo
|
||
if MiniMapInfo.MapPath then
|
||
UGCLogSystem.LogTree("[UGCGameState_LoadNowMiniMap]", MiniMapInfo)
|
||
UGCWidgetManagerSystem.ChangeMap(MiniMapInfo.MapPath, MiniMapInfo.MapCentre, MiniMapInfo.MapSize, MiniMapInfo.MapScale)
|
||
UGCLogSystem.Log("[UGCGameState_LoadNowMiniMap] Finish")
|
||
end
|
||
end
|
||
|
||
-- Map End -----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
-- 呼吸回血 -----------------------------------------------------------------------------------------------------------------------------------------
|
||
--- 设置可呼吸回血的玩家
|
||
function UGCGameState:SetRespiratoryRegurgitationPlayers(InPlayers)
|
||
self.RespiratoryRegurgitationPlayers = InPlayers
|
||
end
|
||
|
||
--- 获取可呼吸回血的玩家
|
||
function UGCGameState:GetRespiratoryRegurgitationPlayers()
|
||
return self.RespiratoryRegurgitationPlayers
|
||
end
|
||
|
||
-- 呼吸回血 End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
-- 准备阶段 -----------------------------------------------------------------------------------------------------------------------------------------
|
||
function UGCGameState:IsReadyState()
|
||
return self:GetGameTime() >= GlobalConfigs.GameSetting.RoundTime
|
||
end
|
||
-- 准备阶段 End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
-- Skill -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:PlayerUseSkill(SkillType, InPlayerKey)
|
||
SkillConfig.ExeSkill(SkillType, UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey))
|
||
end
|
||
|
||
-- Skill End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
-- Debug -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
function UGCGameState:DebugLogic(InPlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] PlayerKey:%s", tostring(InPlayerKey))
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey)
|
||
if Pawn then
|
||
local ActorClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Debug/BP_TestCubeActor.BP_TestCubeActor_C'))
|
||
local PawnForward = Pawn:GetActorForwardVector()
|
||
local PawnPos = Pawn:K2_GetActorLocation()
|
||
PawnForward.Z = 0
|
||
local TargetPos = VectorHelper.Add(PawnPos, VectorHelper.MulNumber(PawnForward, 200))
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] Pos:%s", VectorHelper.ToString(TargetPos))
|
||
UGCGameSystem.SpawnActor(self, ActorClass, TargetPos, VectorHelper.RotZero(), VectorHelper.ScaleOne())
|
||
UGCLogSystem.Log("[UGCGameState_DebugLogic] Succeed")
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_DebugLogic]")
|
||
end
|
||
end
|
||
|
||
-- Debug End -------------------------------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
------------------------------------------------ GameState Abstract RPC ------------------------------------------------
|
||
function UGCGameState:UGCSendRPCSystemFunc(...)
|
||
UGCSendRPCSystem.RPCFunc(...)
|
||
end
|
||
---------------------------------------------- GameState Abstract RPC End ----------------------------------------------
|
||
|
||
|
||
|
||
-- 工程函数设置 根据工程而修改调整的函数 -------------------------------------------------------------------------------------
|
||
--- 根据游戏队伍模式更新玩家队伍
|
||
---@param PlayerKey uint
|
||
function UGCGameState:UpdatePlayerTeam(PlayerKey)
|
||
--if GlobalConfigs.GameModeSetting.TeamModeType == CustomEnum.ETeamMode.PersonalWarfare then
|
||
-- local NewTeamID = self:GetNewTeamID()
|
||
-- UGCTeamSystem.ChangePlayerTeamID(PlayerKey, NewTeamID)
|
||
-- UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(NewTeamID))
|
||
--end
|
||
local PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam]PlayerTeamID:%s", tostring(PlayerTeamID))
|
||
if PlayerTeamID > 2 then
|
||
if self.LastChangeTeamIsTeam1 then
|
||
self.LastChangeTeamIsTeam1 = false
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 2)
|
||
else
|
||
self.LastChangeTeamIsTeam1 = true
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, 1)
|
||
end
|
||
PlayerTeamID = UGCPlayerStateSystem.GetTeamID(PlayerKey)
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] NewTeamID:%s", tostring(PlayerTeamID))
|
||
end
|
||
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
if PC then
|
||
PC:UpdatePlayerStartType()
|
||
UGCLogSystem.Log("[UGCGameState_UpdatePlayerTeam] Finish")
|
||
else
|
||
UGCLogSystem.LogError("[UGCGameState_UpdatePlayerTeam] PC is nil")
|
||
end
|
||
end
|
||
|
||
function UGCGameState:PlayerSelectChallenge(PlayerKey, IsChallenge)
|
||
self.PlayerSelectedChallenge[PlayerKey] = (IsChallenge and 1 or 0)
|
||
end
|
||
|
||
function UGCGameState:GetSelectedChallengePlayers()
|
||
local Res = {}
|
||
for i, v in pairs(self.PlayerSelectedChallenge) do
|
||
if v == 1 then
|
||
Res[#Res + 1] = i
|
||
end
|
||
end
|
||
return Res
|
||
end
|
||
|
||
function UGCGameState:GetSelectedChallengeCount()
|
||
local Res = 0
|
||
for i, v in pairs(self.PlayerSelectedChallenge) do
|
||
Res = Res + v
|
||
end
|
||
return Res, table.getCount(self.PlayerSelectedChallenge) - Res
|
||
end
|
||
|
||
--- 选出挑战者
|
||
function UGCGameState:ElectChallengePlayer()
|
||
local AllChallengePlayers = self:GetSelectedChallengePlayers()
|
||
if #AllChallengePlayers > 0 then
|
||
local SelectPlayer = AllChallengePlayers[1]
|
||
local MaxNotSelectedChallengerCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(SelectPlayer, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount)
|
||
MaxNotSelectedChallengerCount = (MaxNotSelectedChallengerCount and MaxNotSelectedChallengerCount or 0)
|
||
for i, v in pairs(AllChallengePlayers) do
|
||
local NotSelectedChallengerCount = ArchiveDataConfig.GetPlayerArchiveDataFromType(v, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount)
|
||
if NotSelectedChallengerCount and NotSelectedChallengerCount > MaxNotSelectedChallengerCount then
|
||
MaxNotSelectedChallengerCount = NotSelectedChallengerCount
|
||
SelectPlayer = v
|
||
end
|
||
end
|
||
self.ChallengePlayer = SelectPlayer
|
||
else
|
||
self.ChallengePlayer = table.Rand(UGCSystemLibrary.GetAllPlayerKeys())
|
||
end
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(self.ChallengePlayer)
|
||
PC:SetStartPointType(EPlayerStartType.Team2)
|
||
-- 设置挑战者为2号队伍
|
||
UGCTeamSystem.ChangePlayerTeamID(self.ChallengePlayer, 2)
|
||
self.PlayerPersonalInfos[self.ChallengePlayer].TeamID = 2
|
||
PlayerScoreSystem.UpdatePlayerTeamID(self.ChallengePlayer, 2)
|
||
self:SetPlayerWeaponCombination(self.ChallengePlayer, WeaponSelectionCombinationConfig.ECombinationType.Combination2)
|
||
UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.ChallengerPlayer, self.ChallengePlayer)
|
||
|
||
for i, PlayerKey in pairs(AllChallengePlayers) do
|
||
if PlayerKey == self.ChallengePlayer then
|
||
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount, 0)
|
||
UGCLogSystem.Log("[UGCGameState_ElectChallengePlayer] ChallengePlayer: PlayerKey:%s, NotSelectedChallengerCount:0", tostring(PlayerKey))
|
||
else
|
||
local Count = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount)
|
||
Count = (Count and Count or 0)
|
||
Count = Count + 1
|
||
ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.NotSelectedChallengerCount, Count)
|
||
UGCLogSystem.Log("[UGCGameState_ElectChallengePlayer] PlayerKey:%s, NotSelectedChallengerCount:%s", tostring(PlayerKey), tostring(Count))
|
||
end
|
||
end
|
||
end
|
||
|
||
function UGCGameState:GetChallengePlayer()
|
||
return self.ChallengePlayer
|
||
end
|
||
|
||
--- 判断玩家是否为挑战者
|
||
function UGCGameState:PlayerIsChallenge(InPlayerKey)
|
||
return self:GetChallengePlayer() == InPlayerKey
|
||
end
|
||
|
||
function UGCGameState:GetNextChallenge()
|
||
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
|
||
if self.ChallengedPlayers == nil then self.ChallengedPlayers = {} end
|
||
local TempChallengePlayer = nil
|
||
for i, v in pairs(AllPK) do
|
||
if not table.hasValue(self.ChallengedPlayers, v) then
|
||
TempChallengePlayer = v
|
||
break
|
||
end
|
||
end
|
||
return TempChallengePlayer
|
||
end
|
||
|
||
-- 更新玩家的队伍
|
||
function UGCGameState:ChangePlayerTeamLogic(PlayerKey, PlayerTeamID)
|
||
-- 设置出生点类型
|
||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||
if PlayerTeamID == 1 then
|
||
PC:SetStartPointType(EPlayerStartType.Team1)
|
||
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination1)
|
||
else
|
||
PC:SetStartPointType(EPlayerStartType.Team2)
|
||
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination2)
|
||
end
|
||
-- 官方逻辑设置队伍ID
|
||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, PlayerTeamID)
|
||
-- 玩家信息栏设置队伍信息
|
||
self.PlayerPersonalInfos[PlayerKey].TeamID = PlayerTeamID
|
||
-- 玩家比分栏设置比分信息
|
||
PlayerScoreSystem.UpdatePlayerTeamID(PlayerKey, PlayerTeamID)
|
||
end
|
||
|
||
-- 选出下一个挑战者
|
||
function UGCGameState:SelectNextChallenge()
|
||
local TempChallengePlayer = self:GetNextChallenge()
|
||
if TempChallengePlayer then
|
||
self.ChallengePlayer = TempChallengePlayer
|
||
self.ChallengedPlayers[#self.ChallengedPlayers + 1] = TempChallengePlayer
|
||
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
|
||
|
||
-- 配置队伍ID
|
||
for i, PlayerKey in pairs(AllPK) do
|
||
if PlayerKey == self.ChallengePlayer then
|
||
self:ChangePlayerTeamLogic(self.ChallengePlayer, 2)
|
||
else
|
||
self:ChangePlayerTeamLogic(PlayerKey, 1)
|
||
end
|
||
end
|
||
UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.ChallengerPlayer, self.ChallengePlayer)
|
||
return true
|
||
end
|
||
end
|
||
|
||
-- 工程设置-------------------------------------------------------------------------------------------------------------
|
||
|
||
|
||
function UGCGameState:GetAvailableServerRPCs()
|
||
return
|
||
"UGCSendRPCSystemFunc"
|
||
end
|
||
return UGCGameState;
|