51 lines
2.0 KiB
Lua
51 lines
2.0 KiB
Lua
local EventAction_PlayerDeadUpdateInfo = {
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DeadPlayerKey = -1;
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KillerPlayerKey = -1;
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WeaponID = -1;
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}
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-- 触发器激活时,将执行Action的Execute
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function EventAction_PlayerDeadUpdateInfo:Execute(...)
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if not UGCGameSystem.IsServer() then return end
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-- 判断是否在游戏
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if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.Playing and UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.Waiting then
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return true
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end
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UGCLogSystem.Log("[EventAction_PlayerDeadUpdateInfo_Execute] DeadPlayerKey:%s, KillerPlayerKey:%s", tostring(self.DeadPlayerKey), tostring(self.KillerPlayerKey))
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-- 击杀队友不计算得分
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if UGCPlayerStateSystem.GetTeamID(self.DeadPlayerKey) == UGCPlayerStateSystem.GetTeamID(self.KillerPlayerKey) and self.DeadPlayerKey ~= self.KillerPlayerKey then
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return true
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end
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if self.DeadPlayerKey ~= self.KillerPlayerKey and self.KillerPlayerKey > 0 then
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-- 增加击杀得分
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PlayerScoreSystem.AddPlayerScoreData(self.KillerPlayerKey, PlayerScoreSystem.Config.EScoreType.Kills, 1)
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-- 增加队伍得分
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UGCGameSystem.GameState:AddTeamScore(UGCPlayerStateSystem.GetTeamID(self.KillerPlayerKey), 1)
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-- 额外得分逻辑
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self:OtherKillSucceedLogic()
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end
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-- 更新死亡玩家信息
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self:UpdateDeadPlayerLogic()
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-- 记录死亡数
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PlayerScoreSystem.AddPlayerScoreData(self.DeadPlayerKey, PlayerScoreSystem.Config.EScoreType.Deaths, 1)
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return true
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end
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function EventAction_PlayerDeadUpdateInfo:OtherKillSucceedLogic()
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if UGCGameSystem.GameState:IsHuntTime() then
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-- 增加击杀得分
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PlayerScoreSystem.AddPlayerScoreData(self.KillerPlayerKey, PlayerScoreSystem.Config.EScoreType.Kills, 1)
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-- 增加队伍得分
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UGCGameSystem.GameState:AddTeamScore(UGCPlayerStateSystem.GetTeamID(self.KillerPlayerKey), 1)
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end
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end
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function EventAction_PlayerDeadUpdateInfo:UpdateDeadPlayerLogic()
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end
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return EventAction_PlayerDeadUpdateInfo |