801 lines
25 KiB
Lua
801 lines
25 KiB
Lua
---@class UGCGameState_C:BP_UGCGameState_C
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---@field WrapperClass UClass
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---@field ShootWeaponClass UClass
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--Edit Below--
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UGCGameSystem.UGCRequire('Script.Common.ue_enum_custom')
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require('Script.Global.Global')
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local UGCGameState = {};
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--- 服务器时间
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UGCGameState.ServerTime = 0;
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--- 服务器时间 - 客户端时间的差值;如果想在服务器求客户端时间:当前时间 - 该值;
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UGCGameState.ServerTimeDiff = 0;
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--- 地图数据
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UGCGameState.MapData = { SelectMapIndex = {}; };
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--- 玩家数据
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UGCGameState.PlayerDatas = {
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---@type table<PlayerKey, any>
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ArchiveData = {};
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---@type table<PlayerKey, PlayerAccountInfo>
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AccountInfo = {};
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};
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---@type table<TeamId, table<int32, PlayerKey>> 玩家 Key 列表
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UGCGameState.PlayerList = {};
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--- 游戏进程数据
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UGCGameState.CountDownTime = 0;
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function UGCGameState:ReceiveBeginPlay()
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--- 初始化
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GlobalInit.InitGlobalVar();
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if IsServer then
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-- 补人
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UGCMultiMode.SetPlayerFill(DefaultSettings.TotalPlayerCount > 0);
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self.ServerTime = 1; -- 设置好
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DOREPONCE(self, "ServerTime")
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else
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end
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if self.MiniGameManager == nil then
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self.MiniGameManager = require("Script.Blueprint.Mini.MiniGameManager")
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end
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if GlobalBeginTool then GlobalBeginTool:ReceiveBeginPlay(); end
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table.func(self.MiniGameManager, "ReceiveBeginPlay", self);
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if self.BuffManager == nil then
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self.BuffManager = require('Script.Blueprint.SceneObj.Buff.BuffManager1')
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end
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UGCLogSystem.Log("[UGCGameState:ReceiveBeginPlay] 执行")
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table.func(self.BuffManager, "Init", self);
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if self.SkillManager == nil then
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self.SkillManager = require('Script.Blueprint.SceneObj.Skill.SkillManager')
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end
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self.SkillManager:Init(self);
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self.bIsOpenShovelingAbility = true
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if self.PoisonManager == nil then
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self.PoisonManager = require('Script.Blueprint.SceneObj.Poison.PoisonManager')
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end
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end
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function UGCGameState:ReceiveTick(DeltaTime)
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if GlobalTickTool then GlobalTickTool:ReceiveTick(DeltaTime, self:GetServerTime()); end
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end
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function UGCGameState:ReceiveEndPlay()
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DefaultSettings = nil;
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EventTypes = nil;
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GameState = nil;
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LocalPlayerKey = nil;
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LocalPlayerController = nil;
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LocalTeamPlayers = nil;
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EnemyTeamPlayers = nil;
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UnableTable();
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UnableTool();
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UnableWidgetManager();
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UGCGameSystem.GameState = nil;
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end
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function UGCGameState:GetAvailableServerRPCs()
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return "LoadMap"
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, "CheckServerTime"
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, "SelectMap"
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, "MiniGameReceiveRPC"
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end
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function UGCGameState:GetReplicatedProperties()
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return { "MapData", "Lazy" }
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, { "PlayerDatas", "Lazy" }
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, { "CountDownTime", "Lazy" }
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, { "PlayerList", "Lazy" }
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, { "ServerTime", "Lazy" }
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, { "LoadMapName", "Lazy" }
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, { "CurrMiniType", "Lazy" }
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, { "MiniInfo", "Lazy" }
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end
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----------------------------------------- 玩家属性 -----------------------------------------
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---@param InPlayerKey PlayerKey
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---@param InArchiveData table<ArchiveData>
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---@param InAccountData table<PlayerAccountInfo>
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function UGCGameState:HandlePlayerDatas(InPlayerKey, InArchiveData, InAccountData)
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InArchiveData.GameTimes = InArchiveData.GameTimes + 1; -- 又多玩了一局游戏
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self.PlayerDatas.ArchiveData[InPlayerKey] = InArchiveData;
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self.PlayerDatas.AccountInfo[InPlayerKey] = InAccountData;
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DOREPONCE(self, "PlayerDatas");
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end
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function UGCGameState:OnRep_PlayerDatas()
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-- 检查当前玩了多少局
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if LocalPlayerKey == nil then return end
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if self.PlayerDatas.ArchiveData[LocalPlayerKey] == nil then return end
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-- 显示拍脸图
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_PlayerDatas] self.PlayerDatas ="), self.PlayerDatas)
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if self.PlayerDatas.ArchiveData[LocalPlayerKey].GameTimes <= DefaultSettings.ShowFaceNoticeGameTimes then
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UGCLogSystem.Log("[UGCGameState:OnRep_PlayerDatas] 执行")
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if not DefaultSettings.EnableTest then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.FaceNotice, false);
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end
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end
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end
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---@param IsLogin bool
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---@param InPlayerKey PlayerKey
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function UGCGameState:PlayerLoginOrLeave(IsLogin, InPlayerKey)
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local TeamId = UGCPlayerStateSystem.GetTeamID(InPlayerKey);
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local LogOut = false;
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local AlivePlayerCount = 0;
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if IsLogin then
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if self.PlayerList[TeamId] == nil then self.PlayerList[TeamId] = {}; end
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self.PlayerList[TeamId][#(self.PlayerList[TeamId]) + 1] = InPlayerKey;
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else
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if self.PlayerList[TeamId] ~= nil then
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local RemoveIndex = 0;
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for i, v in pairs(self.PlayerList[TeamId]) do
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if v == InPlayerKey then RemoveIndex = i; end
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end
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table.remove(self.PlayerList[TeamId], RemoveIndex);
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end
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--- 进行保存数据
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UGCPlayerStateSystem.SavePlayerArchiveData(self.PlayerDatas.AccountInfo[InPlayerKey].UID, self.PlayerDatas.ArchiveData[InPlayerKey]);
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end
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for i, v in pairs(self.PlayerList) do
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AlivePlayerCount = table.getCount(v) + AlivePlayerCount;
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end
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if AlivePlayerCount == 0 then LogOut = true; end
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DOREPONCE(self, "PlayerList");
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return LogOut, AlivePlayerCount;
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end
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function UGCGameState:OnPlayerDead(DeadPlayerKey, KillerPlayerKey)
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self.MiniGameManager:OnPlayerDead(DeadPlayerKey, KillerPlayerKey);
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table.func(self.BuffManager, "OnPlayerDead", DeadPlayerKey, KillerPlayerKey);
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end
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---@param HasLeave bool 是否包含退出游戏的玩家
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---@return int32 玩家数量
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function UGCGameState:GetPlayerCount(HasLeave)
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return table.getCount(self.PlayerList);
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end
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function UGCGameState:OnRep_PlayerList()
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if table.isEmpty(self.PlayerList) then return; end
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if LocalPlayerKey == nil then return; end
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-- 其他玩家
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EnemyTeamPlayers = {};
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LocalTeamPlayers = {};
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LocalTeamId = UGCPlayerStateSystem.GetTeamID(LocalPlayerKey);
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for TeamId, PlayerArr in pairs(self.PlayerList) do
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if TeamId == LocalTeamId then
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for i, v in pairs(PlayerArr) do LocalTeamPlayers[#LocalTeamPlayers + 1] = v; end
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else
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for i, v in pairs(PlayerArr) do EnemyTeamPlayers[#EnemyTeamPlayers + 1] = v; end
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end
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end
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end
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----------------------------------------- 地图加载 -----------------------------------------
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--- 已经加载了的地图名称
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UGCGameState.LoadMapName = {};
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--- 加载地图(服务器/客户端都可以执行)
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---@param MapNameList table<int32, string> 地图索引
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function UGCGameState:LoadMap(MapNameList)
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-- 找到对应地图,然后进行加载
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if not table.isEmpty(self.LoadMapName) then
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-- 先卸载,再安装
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local List = {};
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for i, v in pairs(self.LoadMapName) do
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table.insert(List, v.Name);
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end
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self:UnloadMap(List);
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end
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for i, v in pairs(MapNameList) do
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table.insert(self.LoadMapName, {
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Name = v,
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Load = false,
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});
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end
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LevelStreamTool.LoadStreamLevels(MapNameList, { Object = self, Func = self.LoadMapFinish }, false);
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DOREPONCE(self, "LoadMapName")
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end
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function UGCGameState:OnRep_LoadMapName()
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if table.isEmpty(self.LoadMapName) then return ; end
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UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_LoadMapName] self.LoadMapName ="), self.LoadMapName);
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local LoadedMaps = {};
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for i, v in pairs(self.LoadMapName) do
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if v.Load then table.insert(LoadedMaps, v.Name); end
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end
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if table.isEmpty(LoadedMaps) then return ; end
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self:PostOnMapLoaded()
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-- 加载小地图
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UGCLogSystem.Log("[UGCGameState:OnRep_LoadMapName] 开始加载小地图")
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for i, v in pairs(LevelTable) do
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if v.MapName == self.LoadMapName[1].Name then
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UGCLogSystem.Log("[UGCGameState:OnRep_LoadMapName] 执行")
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self:LoadMinimap(i);
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break ;
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end
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end
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end
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--- 随机加载地图
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---@param
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function UGCGameState:LoadRandomMap(InIndex)
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if IsServer then
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self:UnloadMap();
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-- 判断当前是不是随即关卡
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UGCLogSystem.LogTree(string.format("[UGCGameState:LoadMap] LevelTable ="), LevelTable)
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self.MapData.SelectMapIndex = { InIndex };
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local MapNames = {};
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for i, v in pairs(self.MapData.SelectMapIndex) do
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table.insert(MapNames, LevelTable[v].MapName);
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end
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LevelStreamTool.LoadStreamLevels(MapNames, { Object = self, Func = self.LoadMapFinish }, false);
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DOREPONCE(self, "MapData");
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else
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-- 发送 RPC 到服务器
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UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "LoadMap", InIndex);
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end
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end
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--- 卸载地图
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function UGCGameState:UnloadMap()
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if table.isEmpty(self.MapData.SelectMapIndex) then
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local MapNames = {};
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for i, v in pairs(self.MapData.SelectMapIndex) do
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table.insert(MapNames, LevelTable[v].MapName)
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end
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LevelStreamTool.UnLoadStreamLevels(MapNames, { Object = self, Func = self.UnLoadMapFinish }, false);
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self.MapData.SelectMapIndex = {};
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-- 重置 ClientAlready
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self.bInitOnce = false;
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end
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end
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function UGCGameState:OnRep_MapData()
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if table.isEmpty(self.MapData.SelectMapIndex) then return end
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--self:LoadMinimap(self.MapData.SelectMapIndex);
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end
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--- 地图加载完成
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function UGCGameState:LoadMapFinish()
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UGCLogSystem.Log("[UGCGameState:LoadMapFinish] 地图加载完成");
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-- 写一个通知
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self:OnMapLoaded();
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end
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function UGCGameState:UnLoadMapFinish()
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UGCLogSystem.Log("[UGCGameState:UnLoadMapFinish] 地图卸载成功")
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self.MiniGameManager:OnMapUnLoadedComplete();
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end
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--- 加载小地图
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function UGCGameState:LoadMinimap(InType)
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UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始加载 %s 的小地图", LevelTable[InType].MapName);
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local MinimapInfo = LevelTable[InType].MiniMapInfo;
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if not table.isEmpty(MinimapInfo) then
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UGCLogSystem.Log("[UGCGameState:LoadMinimap] 开始添加")
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UGCWidgetManagerSystem.ChangeMap(MinimapInfo.MapPath, MinimapInfo.MapCentre, MinimapInfo.MapSize, MinimapInfo.MapScale);
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end
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end
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UGCGameState.MapLoadTimer = nil;
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function UGCGameState:OnMapLoaded()
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--- 加载地图上的东西
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UGCLogSystem.Log("[UGCGameState:OnMapLoaded] 执行")
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-- 检查是否加载完成
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if Mini_BigWorld then
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if not RegTool:Do(RegTool.Enums.CheckBigWorldSubLevelLoad) then
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self.MapLoadTimer = UGCEventSystem.SetTimerLoop(self, function()
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if RegTool:Do(RegTool.Enums.CheckBigWorldSubLevelLoad) then
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if self.MapLoadTimer then
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UGCEventSystem.StopTimer(self.MapLoadTimer);
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self.MapLoadTimer = nil;
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end
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self:PostOnMapLoaded();
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end
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end, 0.33);
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else
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self:PostOnMapLoaded();
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end
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else
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self:PostOnMapLoaded();
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end
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end
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UGCGameState.RadiationActor = nil;
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function UGCGameState:PostOnMapLoaded()
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UGCLogSystem.Log("[UGCGameState:PostOnMapLoaded] 执行")
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if IsServer then
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self.PoisonManager:Init();
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for i, v in pairs(self.LoadMapName) do v.Load = true; end
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DOREPONCE(self, "LoadMapName");
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else
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end
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self.MiniGameManager:OnMapLoadComplete();
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--服务器客户端都加载类
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self.RadiationActor = UE.FindActorByClass(ObjectPath.BP_radiation)
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if self.RadiationActor then
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UGCLogSystem.Log("[UGCGameState:PostOnMapLoaded] Radiation Actor = %s", UE.GetName(self.RadiationActor))
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else
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UGCLogSystem.Log("[UGCGameState:PostOnMapLoaded] Radiation Actor = nil");
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end
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end
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----------------------------------------- 游戏进程 -----------------------------------------
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---@param InTime int32 初始化倒计时
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function UGCGameState:OnGameActive(InTime)
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if self.MiniGameManager then
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table.func(self.MiniGameManager, "OnGameActive", InTime);
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end
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end
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--- 游戏结束
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function UGCGameState:OnGameEnded(InTime)
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-- 打开结算界面
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if IsServer then
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for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
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UGCPawnSystem.LeavePawnState(v, EPawnState.Move);
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v:K2_DestroyActor()
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end
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UGCLogSystem.Log("[UGCGameState:OnGameEnded] InTime = %s", tostring(InTime))
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self:ShowUIByType(WidgetConfig.EUIType.GameEnd, true, InTime)
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end
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end
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--- 倒计时
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function UGCGameState:OnGameProgress_Tick(InTime)
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self.CountDownTime = InTime;
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DOREPONCE(self, "CountDownTime");
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end
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function UGCGameState:OnRep_CountDownTime()
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UGCEventSystem.SendEvent(EventTypes.CountDownTimeChange, self.CountDownTime);
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-- 执行客户端调用
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if self.MiniGameManager then
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self.MiniGameManager:OnMiniGameTimeCount(self.CountDownTime);
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end
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end
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--- 当前游戏时间,以服务器为基准(因为服务器不会改变)
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---客户端准备好之后会发送一个 RPC 过来,之后就是
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function UGCGameState:CheckServerTime(InPlayerKey, InTime)
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if IsServer then
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey)
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UnrealNetwork.CallUnrealRPC(PC, self, "CheckClientTime", UE.GetCurrentTime());
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self:OnClientAlready();
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else
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UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "CheckServerTime", InPlayerKey, InTime);
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end
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end
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function UGCGameState:OnRep_ServerTime()
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-- 接收到之后就立刻发送 RPC 到服务器,或者也可以等一会
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if self.ServerTime == 1 then
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if LocalPlayerKey == nil or LocalPlayerController == nil then
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UGCEventSystem.SetTimer(self, function()
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self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
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end, 1.);
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return ;
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end
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self:CheckServerTime(LocalPlayerKey, UE.GetCurrentTime())
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elseif self.ServerTime == 0 then
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else
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local Diff = self.ServerTime - UE.GetCurrentTime();
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UGCLogSystem.Log("[UGCGameState:CheckClientTime] Diff = %f", Diff)
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self:OnClientAlready();
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end
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end
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function UGCGameState:CheckClientTime(InTime)
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self.ServerTimeDiff = InTime - UE.GetCurrentTime();
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UGCLogSystem.Log("[UGCGameState:CheckClientTime] self.ServerTimeDiff = %f", self.ServerTimeDiff);
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self:OnClientAlready();
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end
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UGCGameState.bInitOnce = false;
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function UGCGameState:OnClientAlready()
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if self.bInitOnce then return end
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UGCEventSystem.SendEvent(EventTypes.ClientAlready)
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local ServerTime = self:GetServerTime()
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行 ServerTime = %f", ServerTime);
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if IsServer then
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UGCLogSystem.Log("[UGCGameState:OnClientAlready] 执行")
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self:OnGameActive(-1)
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end
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self:LoadResource();
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if GlobalBeginTool then
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GlobalBeginTool:ReceiveClientAlready()
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GlobalBeginTool = nil;
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end
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self.bInitOnce = true;
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end
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--- S & C : 获取服务器时间
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---@return float|nil
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function UGCGameState:GetServerTime()
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if IsServer then
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return UE.GetCurrentTime();
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else
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if self.ServerTimeDiff == 0 then
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return nil;
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else
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return self.ServerTimeDiff + UE.GetCurrentTime();
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end
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end
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end
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--- 获取客户端时间
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function UGCGameState:GetClientTime(InPlayerKey)
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if IsClient then
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return UE.GetCurrentTime();
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else
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end
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end
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function UGCGameState:ClearAll()
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UnableTable()
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end
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--- 提前重置操作
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function UGCGameState:BeforeReset(InTime)
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for i, v in pairs(self.PlayerList) do
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for c, d in pairs(v) do
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(d)
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if Pawn then Pawn:K2_DestroyActor(); end
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UE.RespawnPlayer(d, InTime);
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end
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end
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self:ResetKill();
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end
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function UGCGameState:ResetKill()
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-- 重置其他的
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for i, v in pairs(UGCGameSystem.GetAllPlayerController(false)) do v:ResetGame(); end
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end
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--- 重置游戏
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function UGCGameState:ResetGame()
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if IsServer then
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UnrealNetwork.CallUnrealRPC_Multicast(self, "ResetGame");
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-- 重置击杀数
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for i, v in pairs(UGCGameSystem.GetAllPlayerState(false)) do
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v:ResetKillNum();
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end
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else
|
|
WidgetManager:GetPanel(WidgetConfig.EUIType.Main):OnGameStart();
|
|
end
|
|
end
|
|
|
|
----------------------------------------- 界面 UI -----------------------------------------
|
|
--- 显示 UI
|
|
---@param InUIType EUIType
|
|
---@param IsShow boolean
|
|
function UGCGameState:ShowUIByType(InUIType, IsShow, ...)
|
|
if IsServer then
|
|
UnrealNetwork.CallUnrealRPC_Multicast(self, "ShowUIByType", InUIType, IsShow, ...);
|
|
else
|
|
--local Params = {...};
|
|
--UGCLogSystem.LogTree(string.format("[UGCGameState:ShowUIByType] Params ="), Params)
|
|
if IsShow then
|
|
WidgetManager:ShowPanel(InUIType, false, ...);
|
|
else
|
|
WidgetManager:ClosePanel(InUIType);
|
|
end
|
|
end
|
|
end
|
|
|
|
--- 显示 UI
|
|
---@param InUIType EUIType
|
|
---@param IsShow bool
|
|
---@param InPlayerKey PlayerKey
|
|
function UGCGameState:PlayerShowUIByType(InUIType, IsShow, InPlayerKey, ...)
|
|
if IsServer then
|
|
if InPlayerKey == nil then
|
|
UnrealNetwork.CallUnrealRPC_Multicast(self, "PlayerShowUIByType", InUIType, IsShow, ...);
|
|
else
|
|
UnrealNetwork.CallUnrealRPC(UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey), self, "PlayerShowUIByType", InUIType, IsShow, ...);
|
|
end
|
|
else
|
|
if IsShow then
|
|
WidgetManager:ShowPanel(InUIType, false, InPlayerKey, ...);
|
|
else
|
|
WidgetManager:ClosePanel(InUIType);
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------- 场景物品 -----------------------------------------
|
|
|
|
---@type BP_ResourceBase_C
|
|
UGCGameState.ResourceActor = nil;
|
|
|
|
--- 加载资源类,服务器,客户端都需要加载一次
|
|
---@return BP_ResourceBase_C
|
|
function UGCGameState:LoadResource()
|
|
if self.ResourceActor == nil then self.ResourceActor = UE.FindActorByClass(ObjectPath.BP_ResourceBase); end
|
|
UGCLogSystem.Log("[UGCGameState:LoadResource] %s", UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C'))
|
|
return self.ResourceActor;
|
|
end
|
|
|
|
-- 清除场景上的 Wrappers
|
|
function UGCGameState:ClearWrappers()
|
|
local InTable = {};
|
|
UE.FindActorsByClass(self:GetWrapperClass(), InTable, function(InIndex, InActor)
|
|
return InActor:GetOwner() == nil;
|
|
end);
|
|
for i, v in pairs(InTable) do v:K2_DestroyActor(); end
|
|
end
|
|
|
|
----------------------------------------- BUFF -----------------------------------------
|
|
|
|
---@type AActor
|
|
UGCGameState.MapCenterActor = nil;
|
|
|
|
--- 获取中心点
|
|
---@return AActor
|
|
function UGCGameState:GetCenterPointLocation()
|
|
if self.MapCenterActor ~= nil then return self.MapCenterActor:K2_GetActorLocation() end
|
|
local CenterActors = {};
|
|
UE.FindActorsByClass(ObjectPath.BP_ActorStart, CenterActors, function(InIndex, InActor)
|
|
return InActor:ActorHasTag("MapCenter");
|
|
end);
|
|
self.MapCenterActor = CenterActors[1];
|
|
if self.MapCenterActor == nil then
|
|
return VectorHelper.ToLuaTable(DefaultSettings.MapCenterLocation)
|
|
end
|
|
return CenterActors[1]:K2_GetActorLocation();
|
|
end
|
|
|
|
----------------------------------------- 武器 -----------------------------------------
|
|
--- 获取武器基类
|
|
---@return UClass 武器基类
|
|
function UGCGameState:GetShootWeaponClass()
|
|
return self.ShootWeaponClass;
|
|
end
|
|
|
|
---@return UClass
|
|
function UGCGameState:GetWrapperClass()
|
|
return self.WrapperClass;
|
|
end
|
|
|
|
----------------------------------------- 载具 -----------------------------------------
|
|
--- 清空地面上的载具
|
|
function UGCGameState:ClearVehicles()
|
|
if table.isEmpty(self.Vehicles) then self:FindVehicles(); end
|
|
for i, v in pairs(self.Vehicles) do v:K2_DestroyActor(); end
|
|
self.Vehicles = {};
|
|
end
|
|
|
|
--- 加载地面上的载具,通过 ActorStart 进行查找
|
|
function UGCGameState:LoadVehicles()
|
|
self:ClearVehicles();
|
|
local AllStarts = {};
|
|
UE.FindActorsByClass(ObjectPath.BP_ActorStart, AllStarts, function(InIndex, InActor)
|
|
table.insert(self.Vehicles, UGCVehicleSystem.SpawnVehicleNew(VehicleTable.Car[InActor.Index].Path, InActor:K2_GetActorLocation(), InActor:K2_GetActorRotation(), false, false));
|
|
return true;
|
|
end)
|
|
end
|
|
|
|
-- 查找载具
|
|
function UGCGameState:FindVehicles()
|
|
if table.isEmpty(self.Vehicles) then self:LoadVehicles(); end
|
|
return self.Vehicles;
|
|
end
|
|
|
|
----------------------------------------- 信号圈 -----------------------------------------
|
|
|
|
function UGCGameState:TogglePoison(InConfigIndex)
|
|
if IsServer then
|
|
self.PoisonManager:Toggle(true);
|
|
end
|
|
end
|
|
|
|
function UGCGameState:GetRadiationActor()
|
|
return self.RadiationActor;
|
|
end
|
|
|
|
----------------------------------------- FUNCTIONAL -----------------------------------------
|
|
|
|
--- 发送自定义事件
|
|
function UGCGameState:SendEvent(IsSend, InPlayerKey, InEvent, ...)
|
|
if IsServer then
|
|
if IsSend then
|
|
if InPlayerKey == nil then
|
|
UnrealNetwork.CallUnrealRPC_Multicast(self, "SendEvent", false, nil, InEvent, ...);
|
|
else
|
|
UnrealNetwork.CallUnrealRPC(UGCGameSystem.GetPlayerControllerByPlayerKey(InPlayerKey), UGCGameSystem.GameState, "SendEvent", false, InPlayerKey, InEvent, ...);
|
|
end
|
|
else
|
|
UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...)
|
|
end
|
|
else
|
|
-- 从客户端发送出去
|
|
if IsSend then
|
|
UnrealNetwork.CallUnrealRPC(DefaultSettings.LocalPlayerController, UGCGameSystem.GameState, "SendEvent", false, DefaultSettings.LocalPlayerKey, InEvent, ...);
|
|
else
|
|
UGCEventSystem.SendEvent(InEvent, InPlayerKey, ...);
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------- 玩家属性 -----------------------------------------
|
|
|
|
---@param InPlayerKey PlayerKey
|
|
function UGCGameState:PawnApplyBuff(InPlayerKey)
|
|
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey);
|
|
Pawn:ApplyBuff("ApplyKillChange");
|
|
end
|
|
|
|
----------------------------------------- MINI -----------------------------------------
|
|
--- 当前选择的 MiniType
|
|
UGCGameState.CurrMiniType = -1;
|
|
|
|
---@param InMiniType int32
|
|
function UGCGameState:SelectMiniType(InMiniType)
|
|
self.CurrMiniType = InMiniType;
|
|
DOREPONCE(self, "CurrMiniType");
|
|
end
|
|
|
|
function UGCGameState:OnRep_CurrMiniType()
|
|
if self.CurrMiniType < 0 then return ; end
|
|
if self.MiniGameManager ~= nil then
|
|
self.MiniGameManager:LoadMiniGame(self.CurrMiniType);
|
|
end
|
|
end
|
|
|
|
--- 发送 MiniGame RPC
|
|
---@param InFuncName string 函数名称
|
|
---@vararg any
|
|
function UGCGameState:SendMiniGameRPC(InFuncName, ...)
|
|
if IsServer then
|
|
UnrealNetwork.CallUnrealRPC_Multicast(self, "MiniGameReceiveRPC", InFuncName, true, ...);
|
|
else
|
|
UnrealNetwork.CallUnrealRPC(LocalPlayerController, self, "MiniGameReceiveRPC", InFuncName, false, ...);
|
|
end
|
|
end
|
|
|
|
--- Mini Game 接收到 RPC
|
|
---@param InFuncName string 函数名称
|
|
---@param SendFromServer bool 是否发自服务器
|
|
function UGCGameState:MiniGameReceiveRPC(InFuncName, SendFromServer, ...)
|
|
if table.hasFunc(self.MiniGameManager, InFuncName) then
|
|
table.func(self.MiniGameManager, InFuncName, ...)
|
|
else
|
|
if self.MiniGameManager ~= nil and self.MiniGameManager.CurrMiniMode then
|
|
table.func(self.MiniGameManager.CurrMiniMode, InFuncName, ...)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- 小游戏需要同步的数据
|
|
UGCGameState.MiniInfo = {};
|
|
|
|
function UGCGameState:SetMiniInfo(InMiniInfo)
|
|
self.MiniInfo = InMiniInfo;
|
|
DOREPONCE(self, "MiniInfo");
|
|
end
|
|
|
|
function UGCGameState:OnRep_MiniInfo(InOld)
|
|
if table.isEmpty(self.MiniInfo) then return ; end
|
|
-- 发送出去
|
|
UGCLogSystem.LogTree(string.format("[UGCGameState:OnRep_MiniInfo] MiniInfo"), self.MiniInfo)
|
|
if self.MiniGameManager then
|
|
self.MiniGameManager.MiniInfo = self.MiniInfo;
|
|
self.MiniGameManager:OnRep_MiniInfo(InOld);
|
|
end
|
|
end
|
|
|
|
--- 获取 MiniGame 的数据
|
|
function UGCGameState:GetMiniInfo(Name)
|
|
if self.MiniGameManager then
|
|
return table.func(self.MiniGameManager, "GetMiniInfo", Name);
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
--- 获取配置
|
|
function UGCGameState:GetMiniConfig(Name)
|
|
if self.MiniGameManager then
|
|
return table.func(self.MiniGameManager, "GetMiniInfo", Name);
|
|
end
|
|
return nil;
|
|
end
|
|
|
|
function UGCGameState:MiniFunc(InFuncName, ...)
|
|
UGCLogSystem.Log("[UGCGameState:MiniFunc] FuncName = %s", InFuncName)
|
|
if self.MiniGameManager then
|
|
UGCLogSystem.Log("[UGCGameState:MiniFunc] 执行")
|
|
return table.func(self.MiniGameManager, "DoMiniFunc", InFuncName, ...)
|
|
end
|
|
end
|
|
|
|
----------------------------------------- BUFF -----------------------------------------
|
|
|
|
function UGCGameState:AddBuff(InBuffType, InPlayerKey, ...)
|
|
if self.BuffManager then
|
|
self.BuffManager:Add(InPlayerKey, InBuffType, ...);
|
|
end
|
|
end
|
|
|
|
function UGCGameState:RemoveBuff(InBuffType, InPlayerKey, ...)
|
|
if self.BuffManager then
|
|
self.BuffManager:RemoveBuff(InBuffType, InPlayerKey, ...);
|
|
end
|
|
end
|
|
|
|
function UGCGameState:SendBuffRPC(InFuncName, InPlayerKey, BuffType, ...)
|
|
if self.BuffManager then
|
|
table.func(self.BuffManager, InFuncName, InPlayerKey, BuffType, ...);
|
|
end
|
|
end
|
|
|
|
----------------------------------------- Skill -----------------------------------------
|
|
function UGCGameState:SendSkillRPC(InFuncName, InSkillId, InPlayerKey, ...)
|
|
if self.SkillManager then
|
|
table.func(self.SkillManager, InFuncName, InSkillId, InPlayerKey, ...)
|
|
end
|
|
end
|
|
|
|
function UGCGameState:AddSkill(InSkillId, InPlayerKey, ...)
|
|
if self.SkillManager then
|
|
table.func(self.SkillManager, "AddSkill", InSkillId, InPlayerKey, ...);
|
|
end
|
|
end
|
|
|
|
----------------------------------------- 自定义函数 -----------------------------------------
|
|
---显示TipsUI
|
|
function UGCGameState:ShowTipsUI(InStr, ...)
|
|
if IsServer then
|
|
UnrealNetwork.CallUnrealRPC_Multicast_Unreliable(self, "ShowTipsUI", string.format(InStr, ...));
|
|
else
|
|
UGCWidgetManagerSystem.ShowTipsUI(string.format(InStr, ...));
|
|
end
|
|
end
|
|
|
|
function UGCGameState:CustomLog(Color, InStr, ...)
|
|
if DefaultSettings.EnableTest then
|
|
if IsServer then
|
|
-- 组装一下
|
|
if self.CustomLogList == nil then
|
|
self.CustomLogList = {};
|
|
GlobalTickTool:AddTick(self, function(o, dt, st)
|
|
if table.isEmpty(o.CustomLogList) then return ; end
|
|
-- 发送 RPC
|
|
UnrealNetwork.CallUnrealRPC_Multicast(self, "CustomLog", o.CustomLogList);
|
|
o.CustomLogList = {};
|
|
end, 1);
|
|
end
|
|
-- 开始添加,然后启动函数
|
|
local Item = {
|
|
c = Color,
|
|
s = string.format('[Server]' .. string.format('[%0.1f]', UE.GetServerTime()) .. InStr:format(...)),
|
|
};
|
|
table.insert(self.CustomLogList, Item);
|
|
else
|
|
if type(Color) == 'table' then
|
|
WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
|
|
Widget:AddLogItems(Color);
|
|
end);
|
|
else
|
|
local Params = { ... };
|
|
WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
|
|
Widget:AddLogItem(Color, InStr, table.unpackTable(Params));
|
|
end);
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
----------------------------------------- 自定义函数 -----------------------------------------
|
|
|
|
return UGCGameState;
|