2025-01-04 23:00:19 +08:00

246 lines
9.6 KiB
Lua

---@class UGCPlayerPawn_C:BP_UGCPlayerPawn_C
--Edit Below--
---@type UGCPlayerPawn_C
local UGCPlayerPawn = {
};
function UGCPlayerPawn:GetReplicatedProperties()
return
end
-- 关闭盒子掉落
function UGCPlayerPawn:IsSkipSpawnDeadTombBox(EventInstigater)
return true
end
function UGCPlayerPawn:ReceiveBeginPlay()
self.SuperClass.ReceiveBeginPlay(self);
--- 设置翻墙功能
self.bVaultIsOpen = true
--- 设置滑铲功能
self.IsOpenShovelAbility = true
UGCEventSystem.SendEvent(EventEnum.PlayerBeginPlay, self)
if self:HasAuthority() then
self:AddEvent()
if UE.IsValid(self:GetController()) then
self:ReceivePossessed(self:GetController())
UGCLogSystem.Log("[UGCPlayerPawn_ReceiveBeginPlay] Controller Is Valid")
end
else
end
end
--- 客户端必定执行的BeginPlay
function UGCPlayerPawn:ClientMustBeExeBeginPlay()
if self.DoOnceMustBeExeBeginPlay then return end
self.DoOnceMustBeExeBeginPlay = true
--UGCEventSystem.SetTimer(self, function()
-- if self and self.PlayerKey == UGCSystemLibrary.GetLocalPlayerKey() and UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then
-- UGCLogSystem.Log("[UGCPlayerPawn_ClientMustBeExeBeginPlay]")
-- -- 显示武器重选按键
-- WidgetManager:ShowPanel(WidgetConfig.EUIType.ReselectWeaponBtn, false)
-- end
--end, 1)
end
function UGCPlayerPawn:ReceivePossessed(NewController)
self.SuperClass.ReceivePossessed(self, NewController);
UGCLogSystem.Log("[UGCPlayerPawn_ReceivePossessed] PlayerKey:%s", tostring(NewController.PlayerKey))
UGCEventSystem.SendEvent(EventEnum.PlayerPossessed, NewController.PlayerKey)
UGCGameSystem.GameState:SetPlayerIsAlive(NewController.PlayerKey, self)
if UGCSystemLibrary.GetIsPreparationState() then
UGCSystemLibrary.SetPlayerPawnMovable(self, false)
end
--- 循环判断默认装备是否有给予
--self.DefaultBackPack = TableHelper.DeepCopy(GlobalConfigs.GameSetting.BeBornItems)
self.DefaultBackPack = TableHelper.DeepCopy(UGCGameSystem.GameState:GetPlayerBeBornParts(NewController.PlayerKey))
if not PlacementModeConfig.IsPlaceMode() then
self.CheckBornItemsHandle = UGCEventSystem.SetTimerLoop(self, self.CheckBornItems, 1.)
--self.CheckBornItemsHandle = UGCEventSystem.SetTimer(self, self.CheckBornItems, 2.)
self.CheckWeaponAndPartsHandle = UGCEventSystem.SetTimerLoop(self, self.CheckWeaponAndParts, 1.)
end
UGCEventSystem.SetTimer(self, function()
if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Playing then
UGCLogSystem.Log("[UGCPlayerPawn_ReceivePossessed] 111 ")
UGCSendRPCSystem.ClientShowUI(NewController.PlayerKey, WidgetConfig.EUIType.ReselectWeaponBtn)
end
end, 1)
end
function UGCPlayerPawn:ReceiveTick(DeltaTime)
self.SuperClass.ReceiveTick(self, DeltaTime);
if not UGCGameSystem.IsServer() then
self:ClientMustBeExeBeginPlay()
end
end
function UGCPlayerPawn:ReceiveEndPlay()
self.SuperClass.ReceiveEndPlay(self);
self:RemoveEvent()
end
function UGCPlayerPawn:AddEvent()
if self:HasAuthority() then
self.DeadNotifyDelegate:Add(self.PlayerDead, self)
self.DamageNotifyDelegate:Add(self.PlayerInjury, self)
else
end
end
function UGCPlayerPawn:RemoveEvent()
if self:HasAuthority() then
self.DeadNotifyDelegate:Remove(self.PlayerDead, self)
self.DamageNotifyDelegate:Remove(self.PlayerInjury, self)
if self.CheckBornItemsHandle then
UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
self.CheckBornItemsHandle = nil
end
if self.CheckWeaponAndPartsHandle then
UGCEventSystem.StopTimer(self.CheckWeaponAndPartsHandle)
self.CheckWeaponAndPartsHandle = nil
end
else
end
end
function UGCPlayerPawn:CheckWeaponAndParts()
UGCGameSystem.GameState:CheckWeaponAndParts(self.PlayerKey)
end
function UGCPlayerPawn:CheckBornItems()
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] PlayerKey:%s", tostring(self.PlayerKey))
UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
for i = #self.DefaultBackPack, 1, -1 do
local ItemID = self.DefaultBackPack[i].ItemID
local Count = self.DefaultBackPack[i].Count
local InstCount = UGCBackPackSystem.GetItemCount(self, ItemID)
if InstCount >= Count then
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] i:%s", tostring(i))
table.remove(self.DefaultBackPack, i)
UGCLogSystem.LogTree("[UGCPlayerPawn_CheckBornItems]", self.DefaultBackPack)
else
UGCBackPackSystem.AddItem(self, ItemID, Count - InstCount)
end
end
if #self.DefaultBackPack == 0 then
UGCEventSystem.StopTimer(self.CheckBornItemsHandle)
self.CheckBornItemsHandle = nil
UGCLogSystem.Log("[UGCPlayerPawn_CheckBornItems] Succeed PlayerKey:%s", tostring(self.PlayerKey));
end
end
-------------------------------------------------- Delegate --------------------------------------------------
---@param DamageInfo FDamageInfoCollection
---@return VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, EDamageType, bool, float, float
function UGCPlayerPawn:GetDamageInfoCollectionInfo(DamageInfo)
local CauserController = DamageInfo.Instigator
local WeaponID = -1
local CauserKey = CauserController and CauserController.PlayerKey or -1
local VictimKey = self.PlayerKey
local CauserItemID = DamageInfo.CauserItemID
--- 近战投掷、投掷手雷
if CauserItemID then
WeaponID = CauserItemID
end
UGCLogSystem.Log("[UGCPlayerPawn_GetDamageInfoCollectionInfo] WeaponID:%d", WeaponID)
local Distance = 0.
if CauserController and CauserController.Pawn then
Distance = VectorHelper.GetDistance(self:K2_GetActorLocation(), CauserController.Pawn:K2_GetActorLocation())
end
local IsHeadShotDamage = (DamageInfo.Hit.BoneName == "head")
return VictimKey, CauserKey, WeaponID, DamageInfo.DamageType, IsHeadShotDamage, Distance, DamageInfo.Damage
end
---@param DamageInfo FDamageInfoCollection
function UGCPlayerPawn:PlayerDead(DamageInfo)
local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
UGCSendRPCSystem.RPCEvent(nil, EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCEventSystem.SendEvent(EventEnum.PlayerDeathInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCGameSystem.GameState:SetPlayerIsAlive(VictimKey, nil)
end
---@param DamageInfo FDamageInfoCollection
---@param ReturnValue float
function UGCPlayerPawn:PlayerInjury(DamageInfo)
local VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue = self:GetDamageInfoCollectionInfo(DamageInfo)
UGCEventSystem.SendEvent(EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
UGCSendRPCSystem.RPCEvent(CauserKey, EventEnum.PlayerInjuryInfo, VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue)
end
------------------------------------------------ Delegate End ------------------------------------------------
------------------------------------------------ ModifyDamage ------------------------------------------------
function UGCPlayerPawn:UGC_TakeDamageOverrideEvent(Damage, DamageType, EventInstigator, DamageCauser, Hit)
local DamageAmount = Damage
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] InDamageAmount:%s", tostring(DamageAmount))
if EventInstigator and EventInstigator.PlayerKey then
local CauserTeamID = UGCPlayerStateSystem.GetTeamID(EventInstigator.PlayerKey)
local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey)
if EventInstigator.PlayerKey == self.PlayerKey and GlobalConfigs.GameSetting.bEnableSelfHarm then
--- 对自己的伤害
DamageAmount = GlobalConfigs.GameSetting.SelfHarmInjuryRatio * DamageAmount
else
--- 伤害设置(友方、敌方)
DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount)
end
elseif DamageCauser and DamageCauser:GetOwner() then
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] DamageCauser:GetOwner():%s", KismetSystemLibrary.GetObjectName(DamageCauser:GetOwner()))
local TargetPlayerKey = DamageCauser:GetOwner().PlayerKey
if TargetPlayerKey then
local CauserTeamID = UGCPlayerStateSystem.GetTeamID(TargetPlayerKey)
local SelfTeamID = UGCPlayerStateSystem.GetTeamID(self.PlayerKey)
DamageAmount = (CauserTeamID == SelfTeamID and GlobalConfigs.GameSetting.FriendlyInjuryRatio * DamageAmount or DamageAmount)
end
else
--- 掉落伤害
DamageAmount = GlobalConfigs.GameSetting.bEnableDropDamage and DamageAmount or 0.
end
if DamageType == EDamageType.MeleeDamage then
DamageAmount = DamageAmount * GlobalConfigs.GameSetting.MeleeDamageScale
end
UGCLogSystem.Log("[UGCPlayerPawn_UGC_TakeDamageOverrideEvent] ModifyDamageAmount:%s", tostring(DamageAmount))
return DamageAmount
end
---------------------------------------------- ModifyDamage End ----------------------------------------------
function UGCPlayerPawn:GetAvailableServerRPCs()
return
end
return UGCPlayerPawn;