143 lines
5.5 KiB
Lua
143 lines
5.5 KiB
Lua
---@class UGCPlayerController_C:BP_UGCPlayerController_C
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--Edit Below--
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---@type UGCPlayerController_C
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local UGCPlayerController = {
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NeedExePlayerIsFirstTimePlaying = false;
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bAutoShowGuide = false;
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DoOnceInit = false;
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};
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function UGCPlayerController:ReceiveBeginPlay()
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self.SuperClass.ReceiveBeginPlay(self);
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require("Script.Global.WidgetManager.WidgetManager")
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-- 不要自动切换相机
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self.bAutoManageActiveCameraTarget = false
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if self:HasAuthority() then
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else
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self.InitHandle = UGCEventSystem.SetTimerLoop(self, self.Init, 0.1)
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self:Init()
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end
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end
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function UGCPlayerController:Init()
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if self.DoOnceInit or UGCPlayerControllerSystem.GetTeamID(self) < 0 then return end
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TipConfig.Init(self)
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WidgetManager:Init()
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self:ShowNowGameStateTypeUI()
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self:ShowDefaultUI()
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UnrealNetwork.CallUnrealRPC(self, UGCGameSystem.GameState, "Server_ControllerInitFinish", self.PlayerKey)
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UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameStateChange, self)
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UGCEventSystem.AddListener(EventEnum.PlayerDeathInfo, self.CameraMoveToKiller, self)
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if self.InitHandle then
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UGCEventSystem.StopTimer(self.InitHandle)
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self.InitHandle = nil
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end
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self.DoOnceInit = true
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end
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function UGCPlayerController:ShowNowGameStateTypeUI()
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if self:HasAuthority() then return end
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if UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Waiting then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.WaitingTime)
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elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.Playing then
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UGCLogSystem.Log("[UGCPlayerController_ShowNowGameStateTypeUI] CloseWaitWidget")
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WidgetManager:ClosePanel(WidgetConfig.EUIType.WaitingTime)
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UGCEventSystem.SetTimer(self, self.AutoShowGuide, GlobalConfigs.GameSetting.ClientLoadMapTime)
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--WidgetManager:ShowPanel(WidgetConfig.EUIType.TeamScore)
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elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.End then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.Settlement)
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elseif UGCGameSystem.GameState.GameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.InsufficientNumberOfPeople)
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end
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end
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-- 显示默认UI
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function UGCPlayerController:ShowDefaultUI()
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if self:HasAuthority() then return end
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WidgetManager:ShowPanel(WidgetConfig.EUIType.DamageAnim, false)
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WidgetManager:ShowPanel(WidgetConfig.EUIType.KillInfo, false)
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WidgetManager:ShowPanel(WidgetConfig.EUIType.BroadcastMid, false)
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--WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false)
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-- WidgetManager:ShowPanel(WidgetConfig.EUIType.Shop, false)
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WidgetManager:ShowPanel(WidgetConfig.EUIType.FightPanel, false)
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UGCLogSystem.Log("[UGCPlayerController_ShowDefaultUI] Finish")
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if self.NeedExePlayerIsFirstTimePlaying then
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self:PlayerIsFirstTimePlaying()
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end
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end
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-- 游戏模式改变
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function UGCPlayerController:GameStateChange(NerwGameStateType)
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if NerwGameStateType == CustomEnum.EGameState.End or NerwGameStateType == CustomEnum.EGameState.InsufficientNumberOfPeople then
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-- 移除不可显示UI
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UGCLogSystem.Log("[UGCPlayerController_GameStateChange]")
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.InvincibleTime)
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WidgetManager:DestroyPanel(WidgetConfig.EUIType.WaitingTime)
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end
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self:ShowNowGameStateTypeUI()
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end
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function UGCPlayerController:Client_PlayerIsFirstTimePlaying()
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if self:HasAuthority() then return end
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UGCLogSystem.Log("[UGCGameState_Client_PlayerIsFirstTimePlaying]")
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if WidgetManager.Initialized == false then
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self.NeedExePlayerIsFirstTimePlaying = true
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else
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self:PlayerIsFirstTimePlaying()
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end
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end
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--- 设置自动显示拍脸图
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function UGCPlayerController:PlayerIsFirstTimePlaying()
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if UGCGameSystem.GameState:GetGameStateType() == CustomEnum.EGameState.Waiting then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false)
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else
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self.bAutoShowGuide = true
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end
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end
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--- 根据是否为第一次进入该游戏进行判断
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function UGCPlayerController:AutoShowGuide()
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if self.bAutoShowGuide then
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WidgetManager:ShowPanel(WidgetConfig.EUIType.Guide, false)
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end
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-- WidgetManager:ShowPanel(WidgetConfig.EUIType.SceneItemGuide, false);
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end
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function UGCPlayerController:CameraMoveToKiller(VictimKey, CauserKey)
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if GlobalConfigs.GameSetting.EnableLerpCamera and VictimKey == self.PlayerKey then
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local TrackCamera = UGCSystemLibrary.GetUniqueInstanceFromPath(UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneActor/BP_TrackKillerCamera.BP_TrackKillerCamera_C'))
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--local KillerPawn = UGCGameSystem.GetPlayerPawnByPlayerKey(CauserKey)
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--if UE.IsValid(KillerPawn) then
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-- --KillerPawn.Camera:Activate();
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-- --KillerPawn.CustomSpringArm:Activate();
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-- self:SetViewTargetWithBlend(KillerPawn, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false);
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--end
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if UE.IsValid(TrackCamera) then
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self:SetViewTargetWithBlend(TrackCamera, 1.,EViewTargetBlendFunction.VTBlend_Linear, 0., false);
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UGCLogSystem.Log("[UGCPlayerController_CameraMoveToKiller] Succeed")
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else
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UGCLogSystem.LogError("[UGCPlayerController_CameraMoveToKiller] TrackCamera is nil")
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end
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end
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end
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function UGCPlayerController:GetReplicatedProperties()
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return
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end
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function UGCPlayerController:GetAvailableServerRPCs()
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return
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"Client_PlayerIsFirstTimePlaying"
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end
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return UGCPlayerController; |