874 lines
25 KiB
Lua
874 lines
25 KiB
Lua
---@type table<string, UClass>
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---@private
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UE.CachedClasses = {};
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--- 组件位置
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UE.ComponentPath = {
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Camera = "/Script/Engine.CameraComponent",
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SpringArm = "/Script/Engine.SpringArmComponent",
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ChildActor = "/Script/Engine.ChildActorComponent",
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Scene = "/Script/Engine.SceneComponent",
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Actor = "/Script/Engine.ActorComponent",
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}
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UE.ResetClassPath = {
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"PlayerTombBox", -- 玩家死亡盒子基类
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"PickUpWrapperActor", -- 可拾取物的基类
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"EliteProjectile", -- 投掷物的基类
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"BurningSpreading", -- 燃烧弹的东西
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"TslDamageField", -- 燃烧弹的东西
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};
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UE.DoorClassBaseName = "PUBGDoor";
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UE.HouseClassBaseName = "STExtraHouseActor";
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---@param InInfo PlayerAccountInfo
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---@return PlayerAccountInfo
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function UE.HandleAccountInfo(InInfo)
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return {
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UID = InInfo.UID,
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PlayerName = InInfo.PlayerName,
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TeamID = InInfo.TeamID,
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Gender = InInfo.Gender,
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--PlatformGender = InInfo.PlatformGender,
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PlayerLevel = InInfo.PlayerLevel,
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--SegmentLevel = InInfo.SegmentLevel,
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IconURL = InInfo.IconURL,
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};
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end
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function UE.GetPlayerUID(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.UID; end
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return -1;
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end
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function UE.GetPlayerName(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.PlayerName; end
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return "";
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end
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function UE.GetPlayerIconURL(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.IconURL; end
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return '';
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end
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function UE.GetTeamID(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.TeamID end
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UGCLogSystem.Log("[UE.GetTeamID] 无法找到 PlayerKey = %s", tostring(PlayerKey));
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return nil;
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end
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function UE.GetPlayerGender(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.Gender end
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return nil;
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end
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function UE.GetPlayerAvatarBoxId(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.AvatarBoxId; end
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return nil;
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end
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function UE.GetPlayerLevel(PlayerKey)
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local Info = UE.GetAccountInfo(PlayerKey);
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if Info then return Info.PlayerLevel; end
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return nil;
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end
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function UE.GetPlayerTeamID(PlayerKey)
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return UE.GetTeamID(PlayerKey);
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end
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---@class SoloKingArchiveData
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---@field TotalGameTimes int32
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---@field GameTimes int32
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---@field Weapons table<ItemId, ItemId[]>
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---@field Score int32
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---@field WinTimes int32
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---@field GameWinTimes int32
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---@field Kill int32
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---@field Dead int32
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---@field Last10Games table<any>
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---@field HideScore int32
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---@field CurSeason int32
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---@field Seasons table
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---@field Friends table
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---@field IsNewSeason table
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---@field LastSelectMap table
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---@field Disables
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---@field SelectWeapons table 选择的武器
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---@field LastSelectWeapons table 最后选择过的武器
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---@field SelectMaps table 选择过的地图
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---@field sw_version int32 选择武器版本
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---@field PlayerEnableShovel bool 玩家是否可以滑铲
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---@field SeasonInfo table 补分用
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---@field NoSelectMaps table 未选中的地图
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---@field EnterWeaponIndex int32 娱乐模式武器选择索引
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---@field EnterWeapons table<ESurviveWeaponPropSlot, int[]> 娱乐模式武器
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---@return SoloKingArchiveData
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function UE.InitArchiveData()
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return {
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TotalGameTimes = 0; -- 经典模式游玩次数,同步
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GameTimes = 0, -- 游玩次数(包含所有模式)不同步
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Weapons = {}, -- 武器配件 不同步
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Score = DefaultSettings.RankScore, -- 默认 2000分 同步
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WinTimes = 0, -- 一共获胜次数 不同步
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GameWinTimes = 0, -- 经典模式获胜次数 同步
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Kill = 0, -- 总击杀数 同步
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Dead = 0, -- 总死亡数 同步
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HideScore = 0, -- 隐藏分 同步
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Disables = {};
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-- 最后十局战绩
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Last10Games = {}, -- 历史十局 同步
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CurSeason = 0; -- 默认赛季 不同步
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--- 赛季信息
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Seasons = {}; -- 历史赛季 同步
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IsNewSeason = false; -- 是否是新的赛季,在游戏结束的时候 同步
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Friends = {}; -- 玩家对战过的玩家 同步
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SeasonInfo = {}, -- 赛季信息,现在使用第1槽
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sw_version = 1; -- 选择武器的版本 不同步
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SelectWeapons = {}; -- 玩家选择过的武器以及胜率 同步
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NoSelectMaps = {}; -- 没有选择的地图
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EnterWeaponIndex = nil; -- 娱乐模式的之前选择的 Index
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EnterWeapons = {}; -- 娱乐模式保存的武器
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};
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end
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--- 获取本地 Archive Data
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function UE.GetLocalArchiveData(Name)
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if ArchiveTable[LocalPlayerKey] and ArchiveTable[LocalPlayerKey][Name] then
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return ArchiveTable[LocalPlayerKey][Name];
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end
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return nil;
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end
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function UE.MakeSelectWeapon(InList)
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if InList[7] then
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return UE.MakeSelectWeapon_Archive(InList);
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end
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return {
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SelectCount = InList[1][1], -- 选择的次数 可以证明喜好程度
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UseCount = InList[1][2], -- 使用次数,局数
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WinCount = InList[1][3], -- 获胜次数 胜率 = 获胜次数 / 使用次数
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ShootCount = InList[2][1], -- 射击数
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HitCount = InList[2][2], -- 击中数:击中率 = 击中数 / 射击数
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HeavyHit = InList[2][3], -- 暴击数:暴击率 = 暴击数 / 击中数
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TotalDamage = InList[3][1], -- 总伤害
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}
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end
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function UE.MakeSelectWeapon_Archive(InList)
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return {
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SelectCount = InList[1] or 0,
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UseCount = InList[2] or 0,
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WinCount = InList[3] or 0,
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ShootCount = InList[4] or 0,
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HitCount = InList[5] or 0,
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HeavyHit = InList[6] or 0,
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TotalDamage = InList[7] or 0,
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}
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end
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function UE.MakeSelectWeapon_Old2New(InList)
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if InList[7] == nil then
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return {
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[1] = InList[1][1] or 0, -- 选择的次数 可以证明喜好程度
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[2] = InList[1][2] or 0, -- 使用次数,局数
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[3] = InList[1][3] or 0, -- 获胜次数 胜率 = 获胜次数 / 使用次数
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[4] = InList[2][1] or 0, -- 射击数
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[5] = InList[2][2] or 0, -- 击中数:击中率 = 击中数 / 射击数
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[6] = InList[2][3] or 0, -- 暴击数:暴击率 = 暴击数 / 击中数
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[7] = InList[3][1] or 0, -- 总伤害
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}
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else
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return InList;
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end
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end
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function UE.MakeSeason(InList)
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return {
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SeasonIndex = InList[1],
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Score = InList[2][1], -- 分数
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HideScore = InList[2][2],
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GameTimes = InList[3][1],
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WinTimes = InList[3][2],
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Kill = InList[4][1],
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Dead = InList[4][2],
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--KD = InList[4][1] / (InList[4][2] == 0 and 1 or InList[4][2]);
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};
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end
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--- 创建朋友属性(怕在局外不能获取,所以才保存的)
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function UE.MakeFriend(InList)
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return {
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PlayerName = InList[1],
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IconURL = InList[2],
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}
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end
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--- 注意结构不能发生改变,否则会出错
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function UE.MakeLastGame(InList)
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UGCLogSystem.LogTree(string.format("[UE.MakeLastGame] InList ="), InList)
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local GameInfos = InList[6];
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local GameInfo = { };
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for i = 1, #GameInfos do
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local Info = GameInfos[i];
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table.insert(GameInfo, {
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IsWin = Info[1],
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WeaponID = Info[2],
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RoundScore = {
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MyScore = Info[3][1],
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EnemyScore = Info[3][2],
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},
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})
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end
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return {
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IsWin = InList[1],
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UID = InList[2][1],
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GameScore = {
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MyScore = InList[3][1],
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EnemyScore = InList[3][2],
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},
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Score = InList[4][1],
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AddScore = InList[4][2],
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KD = InList[5][1] / (InList[5][2] == 0 and 1 or InList[5][2]),
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GameInfo = GameInfo,
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}
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end
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function UE.MakeLastGame_Archive(InList)
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local GameInfos = InList[9];
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local GameInfo = { };
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for i = 1, #GameInfos do
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local Info = GameInfos[i];
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table.insert(GameInfo, {
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IsWin = Info[1],
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WeaponID = Info[2],
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RoundScore = {
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MyScore = Info[3],
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EnemyScore = Info[4],
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},
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})
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end
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local Kill = InList[7]
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local Dead = InList[8]
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return {
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IsWin = InList[1],
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UID = InList[2],
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GameScore = {
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MyScore = InList[3],
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EnemyScore = InList[4],
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},
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Score = InList[5],
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AddScore = InList[6],
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KD = (Kill or 0) / (Dead == 0 and 1 or Dead),
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GameInfo = GameInfo,
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}
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end
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-- 转化为单一数组
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function UE.MakeArchive_LastGame(InList)
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local List = {};
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if InList[6] then
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for i = 1, #(InList[6]) do
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List[i] = {
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InList[6][1],
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InList[6][2],
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InList[6][3][1],
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InList[6][3][2],
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}
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end
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end
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return {
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[1] = InList[1],
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[2] = InList[2][1],
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[3] = InList[3][1],
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[4] = InList[3][2],
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[5] = InList[4][1],
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[6] = InList[4][2],
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[7] = InList[5][1],
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[8] = InList[5][2],
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[9] = List,
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}
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end
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--- 转化回原来的
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function UE.MakeList_LastGame(InList)
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local GameInfo = {};
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for i = 1, #(InList[11]) do
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local Info = InList[11][i];
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GameInfo[i] = {
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[1] = Info[1],
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[2] = Info[2],
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[3] = {
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Info[3],
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Info[4],
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}
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}
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end
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return {
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[1] = InList[1],
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[2] = {
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InList[2],
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InList[3],
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InList[4],
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},
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[3] = {
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InList[5],
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InList[6],
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},
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[4] = {
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InList[7],
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InList[8],
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},
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[5] = {
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InList[9],
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InList[10],
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},
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[6] = GameInfo,
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}
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end
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---@param InClass UClass<AActor>
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---@param InTable table<int32, AActor> 获得的
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---@param InFunc fun(InIndex:int32, InActor:AActor): bool
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---@return table<int32, AActor>
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function UE.FindActorsByClass(InClass, InTable, InFunc)
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if InTable == nil then InTable = {}; end
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local AllActors = {};
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GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, InClass, AllActors);
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for i, v in pairs(AllActors) do if InFunc == nil or InFunc(i, v) then table.insert(InTable, v); end end
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return InTable;
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end
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---@param InTable table<int32, AActor>
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---@param InTag FName
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---@param InFunc fun(InActor: AActor): bool
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---@return table<int32, AActor>
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function UE.FindActorsByTag(InTag, InTable, InFunc)
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if table.isEmpty(InTable) then InTable = {}; end
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local AllActors = {};
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GameplayStatics.GetAllActorsWithTag(UGCGameSystem.GameState, InTag, AllActors);
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for i, v in pairs(AllActors) do if InFunc == nil or InFunc(v) then table.insert(InTable, v); end end
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return InTable;
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end
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---@param InTag FName
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---@param InFunc fun(InActor: AActor): bool
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---@return table<int32, AActor>
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function UE.FindActorByTag(InTag, InFunc)
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local AllActors = {};
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GameplayStatics.GetAllActorsWithTag(UGCGameSystem.GameState, InTag, AllActors);
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for i, v in pairs(AllActors) do if InFunc == nil or InFunc(v) then return v; end end
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return nil;
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end
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---@param InClass UClass<AActor>
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---@param InFunc fun(InIndex:int32, InActor:AActor): bool
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---@return AActor
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function UE.FindActorByClass(InClass, InFunc)
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local Table = {};
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UE.FindActorsByClass(InClass, Table, InFunc);
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if table.isEmpty(Table) then return nil; end
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return Table[1];
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end
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---@type table<UClass, AActor>
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UE.GlobalCachedActor = {};
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---@param InClass UClass
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---@return nil | AActor
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function UE.FindOrCreateActorByClass(InClass, bDestroyOther)
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print(string.format('[UE.FindOrCreateActorByClass] 开始执行, ClassName = %s', UE.GetName(InClass)));
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if InClass == nil then return nil; end
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local CachedActor = UE.GlobalCachedActor[InClass];
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if CachedActor ~= nil and UE.IsValid(CachedActor) then return CachedActor; end
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local Actors = {}
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UE.FindActorsByClass(InClass, Actors);
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local Actor = nil;
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for i, v in pairs(Actors) do
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Actor = v;
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if Actor ~= v and bDestroyOther then v:K2_DestroyActor(); end
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end
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if Actor ~= nil then
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UE.GlobalCachedActor[InClass] = Actor;
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return Actor;
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end
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return UE.CreateActor(InClass);
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end
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---@param ClassPath string 类路径
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---@return UClass | nil
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function UE.CachedLoadClass(ClassPath)
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if UE.CachedClasses[ClassPath] == nil then UE.CachedClasses[ClassPath] = UE.LoadClass(ClassPath); end
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if UE.CachedClasses[ClassPath] == nil then
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print(string.format('[UE.CachedLoadClass] Error Cant Load Class By Path: %s', ClassPath));
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return nil;
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end
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return UE.CachedClasses[ClassPath];
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end
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function UE.CreateActor(InClass, InCount, InOuter)
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if InOuter == nil then InOuter = UGCGameSystem.GameState; end
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if InCount == nil then InCount = 1 end
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local Actors = {};
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for i = 1, InCount do table.insert(Actors, UE.SpawnActor(InClass, InOuter)) end
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if InCount == 1 then return Actors[1]; end
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return Actors;
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end
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---@param InClass UClass
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---@param Loc FVector
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---@param Rot FRotator
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---@param Scale FVector
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function UE.SpawnActor(InClass, InOuter, Loc, Rot, Scale)
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Loc = Loc == nil and VectorHelper.MakeVector1(0);
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Rot = Rot == nil and VectorHelper.MakeRotator(VectorHelper.MakeVector1(0));
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Scale = Scale == nil and VectorHelper.MakeVector1(1);
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if InOuter == nil then InOuter = GameState; end
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return ScriptGameplayStatics.SpawnActor(InOuter, InClass, Loc, Rot, Scale);
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end
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--- 玩家重生
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---@param InPlayerKey PlayerKey
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---@param InTime float
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function UE.RespawnPlayer(InPlayerKey, InTime)
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if InTime <= 0 then
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey);
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if Pawn then Pawn:K2_DestroyActor(); end
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UGCGameSystem.RespawnPlayer(InPlayerKey);
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else
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UGCEventSystem.SetTimer(GameState, function()
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local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(InPlayerKey);
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if Pawn then Pawn:K2_DestroyActor(); end
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UGCGameSystem.RespawnPlayer(InPlayerKey);
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end, InTime);
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end
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end
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--- 获取当前时间
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function UE.GetCurrentTime() return KismetSystemLibrary.GetGameTimeInSeconds(UGCGameSystem.GameState); end
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---@param InPlayerKey PlayerKey|nil
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---@return PlayerAccountInfo|table<PlayerKey, PlayerAccountInfo>
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function UE.GetAccountInfo(InPlayerKey)
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if InPlayerKey == nil then return AccountTable; end
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return AccountTable[InPlayerKey];
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end
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---@param InPlayerKey PlayerKey | nil
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---@return table<PlayerKey, PlayerAccountInfo> | PlayerAccountInfo
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function UE.GetArchiveData(InPlayerKey)
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if InPlayerKey == nil then return ArchiveTable; end
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return ArchiveTable[InPlayerKey];
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end
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--- 移动玩家到某个地方
|
||
---@param InPawn UGCPlayerPawn_C
|
||
---@param Location FVector
|
||
---@param Rotation FRotator
|
||
function UE.MovePlayerToLocation(InPawn, Location, Rotation)
|
||
if InPawn == nil then return end
|
||
InPawn:bShouldDumpCallstackWhenMovingfast_Tofalse()
|
||
InPawn:SetClientLocationOrRotation(Location, Rotation, true, Rotation ~= nil, false);
|
||
InPawn:bShouldDumpCallstackWhenMovingfast_ToTrue()
|
||
end
|
||
|
||
function UE.GetComponentClass(InName)
|
||
if UE.ComponentClasses[InName] == nil then
|
||
local Path = UE.ComponentPath[InName] == nil and InName or UE.ComponentPath[InName];
|
||
UE.ComponentClasses[InName] = LoadClass(Path);
|
||
end
|
||
return UE.ComponentClasses[InName]
|
||
end
|
||
|
||
UE.ComponentClasses = {};
|
||
|
||
--- 遍历 Actor 上面的所有组件
|
||
---@param InActor AActor
|
||
---@param InComponent UActorComponent
|
||
---@param cb fun(c: UActorComponent)
|
||
function UE.ForeachComponent(InActor, InComponent, cb)
|
||
local Class = UE.GetComponentClass(InComponent)
|
||
UGCLogSystem.Log("[UE.ForeachComponent] ClassName = %s", UE.GetName(Class));
|
||
for i, v in pairs(InActor:GetComponentsByClass(Class)) do
|
||
UGCLogSystem.Log("[UE.ForeachComponent] Component Name = %s", UE.GetName(v))
|
||
cb(v);
|
||
end
|
||
end
|
||
|
||
function UE.GetActorComponents(InActor, InTable)
|
||
local Components = InActor:GetComponentsByClass(UE.GetComponentClass("Actor"));
|
||
if InTable == nil then InTable = {}; end
|
||
for i, Comp in pairs(Components) do
|
||
UE.GetChildComponents(Comp, InTable);
|
||
end
|
||
return InTable;
|
||
end
|
||
|
||
---@param InComponent USceneComponent
|
||
function UE.GetChildComponents(InComponent, InTable)
|
||
-- 拿到所有
|
||
if InTable == nil then InTable = {}; end
|
||
local Count = InComponent:GetNumChildrenComponents()
|
||
if Count > 0 then
|
||
for i = 1, Count do
|
||
local Comp = InComponent:GetChildComponent(i - 1);
|
||
table.insert(InTable, Comp);
|
||
UE.GetChildComponents(Comp, InTable);
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 组件朝向玩家, 如果朝向玩家,那么锁的是 Pitch 轴
|
||
---@param InComponent USceneComponent
|
||
---@param InActor AActor
|
||
---@param Lock string
|
||
function UE.ComponentTowardActor(InComponent, InActor, Lock)
|
||
if InComponent == nil then return ; end
|
||
local Rot = KismetMathLibrary.Conv_VectorToRotator(VectorHelper.Sub(InActor:K2_GetActorLocation(), InComponent:GetOwner():K2_GetActorLocation()));
|
||
if Lock ~= nil then
|
||
if Lock == 'Z' or Lock == 'Yaw' then
|
||
Rot = { Roll = Rot.Roll, Pitch = Rot.Pitch, Yaw = 0 };
|
||
elseif Lock == 'Y' or Lock == 'Pitch' then
|
||
Rot = { Roll = Rot.Roll, Pitch = 0, Yaw = Rot.Yaw };
|
||
elseif Lock == 'X' or Lock == 'Roll' then
|
||
Rot = { Roll = 0, Pitch = Rot.Pitch, Yaw = Rot.Yaw };
|
||
end
|
||
end
|
||
InComponent:K2_SetWorldRotation(Rot);
|
||
end
|
||
|
||
--- 获取服务器时间
|
||
function UE.GetServerTime()
|
||
if UGCGameSystem.GameState then return UGCGameSystem.GameState:GetServerTime(); end
|
||
return nil
|
||
end
|
||
|
||
---@param InTable table<int32|string, AActor>
|
||
---@param InFunc fun(InActor:AActor):bool
|
||
function UE.DestroyTable(InTable, InFunc)
|
||
if table.isEmpty(InTable) then return ; end
|
||
for i, v in pairs(InTable) do if InFunc == nil or InFunc(v) then v:K2_DestroyActor(); end end
|
||
InTable = {};
|
||
end
|
||
|
||
function UE.IsPlayerPawn(InPawn) return UE.IsA(InPawn, ObjectPath.UGCPlayerPawn) end
|
||
|
||
function UE.ReturnToLobby()
|
||
NetUtil.SendPkg("giveup_enter_game");
|
||
LobbySystem.ReturnToLobby();
|
||
end
|
||
|
||
function UE.LoadClass1(Path, cb)
|
||
local Class
|
||
UE.LoadClass(Path);
|
||
if cb ~= nil then cb(Class); end
|
||
return Class
|
||
end
|
||
|
||
UE.AsyncCachedItems = {};
|
||
|
||
---@param Path string
|
||
---@param cb fun(TargetClass: UClass)
|
||
function UE.AsyncLoadClass(Path, cb)
|
||
if cb == nil then return end
|
||
if UE.AsyncCachedItems[Path] then
|
||
cb(UE.AsyncCachedItems[Path]);
|
||
return ;
|
||
end
|
||
CommonUtils:AsyncLoadClass(UGCGameSystem.GameState, Path, function(TargetClass)
|
||
if TargetClass and UE.IsValid(TargetClass) then cb(TargetClass); end
|
||
end)
|
||
end
|
||
|
||
---@param Path string
|
||
---@param cb fun(TargetClass: UClass)
|
||
function UE.AsyncLoadClass_Cached(Path, cb)
|
||
if UE.AsyncCachedItems[Path] ~= nil then
|
||
if cb then cb(UE.AsyncCachedItems[Path]); end
|
||
return ;
|
||
end
|
||
if cb == nil then return end
|
||
CommonUtils:AsyncLoadClass(UGCGameSystem.GameState, Path, function(TargetClass)
|
||
if TargetClass and UE.IsValid(TargetClass) then
|
||
UE.AsyncCachedItems[Path] = TargetClass;
|
||
if cb then cb(UE.AsyncCachedItems[Path]); end
|
||
end
|
||
end)
|
||
end
|
||
|
||
---@param Path string
|
||
---@param cb fun(TargetObject: UObject)
|
||
function UE.AsyncLoadObject(Path, cb)
|
||
if cb == nil then return end
|
||
if UE.AsyncCachedItems[Path] then
|
||
cb(UE.AsyncCachedItems[Path]);
|
||
return ;
|
||
end
|
||
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
|
||
if TargetObject and UE.IsValid(TargetObject) then cb(TargetObject); end
|
||
end)
|
||
end
|
||
|
||
---@param Path string
|
||
---@param cb fun(TargetObject: UObject)
|
||
function UE.AsyncLoadObject_Cached(Path, cb)
|
||
if UE.AsyncCachedItems[Path] ~= nil then
|
||
if cb then cb(UE.AsyncCachedItems[Path]); end
|
||
return ;
|
||
end
|
||
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
|
||
if TargetObject and UE.IsValid(TargetObject) then
|
||
UE.AsyncCachedItems[Path] = TargetObject;
|
||
if cb then cb(TargetObject); end
|
||
end
|
||
end)
|
||
end
|
||
|
||
-- New ---------------------------------------
|
||
|
||
-- 20241020写入
|
||
|
||
|
||
---@param AssetPath:string
|
||
---@param CallBackFunc:fun(LoadObject:UObject,resID:int32)
|
||
---@param Obj:table CallBackFunc拥有者
|
||
---@param SaveAsset:bool 是否保存
|
||
function UE.AsyncLoadAsset_New(AssetPath, CallBackFunc, Obj, SaveAsset)
|
||
if not UE.IsValid(UE.AsyncCachedItems[AssetPath]) then
|
||
local softObjPath = KismetSystemLibrary.MakeSoftObjectPath(AssetPath);
|
||
STExtraBlueprintFunctionLibrary.GetAssetByAssetReferenceAsync(softObjPath,
|
||
ObjectExtend.CreateDelegate(UGCGameSystem.GameState, function(LoadObject, resID)
|
||
if CallBackFunc then
|
||
if Obj ~= nil then CallBackFunc(Obj, LoadObject) else CallBackFunc(LoadObject) end
|
||
end
|
||
if UE.IsValid(LoadObject) and SaveAsset then UE.AsyncCachedItems[AssetPath] = LoadObject end
|
||
end), true);
|
||
else
|
||
if CallBackFunc then
|
||
if Obj ~= nil then CallBackFunc(Obj, UE.AsyncCachedItems[AssetPath]) else CallBackFunc(UE.AsyncCachedItems[AssetPath]) end
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param AssetPath:string
|
||
---@param SaveAsset:bool 是否保存
|
||
function UE.LoadAsset_New(AssetPath, SaveAsset)
|
||
if SaveAsset == nil then SaveAsset = true end
|
||
if not UE.IsValid(UE.AsyncCachedItems[AssetPath]) then
|
||
local TargetAsset = UE.LoadObject(AssetPath)
|
||
if SaveAsset and UE.IsValid(TargetAsset) then UE.AsyncCachedItems[AssetPath] = TargetAsset end
|
||
return TargetAsset
|
||
else
|
||
return UE.AsyncCachedItems[AssetPath]
|
||
end
|
||
end
|
||
|
||
-- New End -------------------------------------
|
||
|
||
function UE.AsyncLoadObj(Path, cb)
|
||
CommonUtils:AsyncLoadObject(UGCGameSystem.GameState, Path, function(TargetObject)
|
||
if TargetObject and UE.IsValid(TargetObject) then
|
||
if cb then cb(TargetObject); end
|
||
end
|
||
end)
|
||
end
|
||
|
||
--- 移除
|
||
function UE.ClearSceneObjects()
|
||
for i, v in pairs(UE.ResetClassPath) do
|
||
local Class = ScriptGameplayStatics.FindClass(v);
|
||
if UE.IsValid(Class) then
|
||
local Actors = {};
|
||
UE.FindActorsByClass(Class, Actors);
|
||
for c, Actor in pairs(Actors) do
|
||
Actor:K2_DestroyActor();
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param InFunc fun(Pawn:UGCPlayerPawn_C)
|
||
function UE.ForeachAllPawns(InFunc)
|
||
for i, Pawn in pairs(UGCGameSystem.GetAllPlayerPawn()) do
|
||
if UE.IsValidPawn(Pawn) then InFunc(Pawn); end
|
||
end
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
function UE.IsValidPawn(InPawn)
|
||
return InPawn ~= nil and UE.IsValid(InPawn) and InPawn:IsAlive();
|
||
end
|
||
|
||
UE.ResetGameTimer = nil;
|
||
|
||
--- 游戏重置
|
||
function UE.ResetGame(InTime)
|
||
UGCLogSystem.Log("[UE.ResetGame] 重置游戏")
|
||
UE.ClearSceneObjects()
|
||
if IsServer then
|
||
-- 检测是否人数够
|
||
if GlobalCheckPlayers then GlobalCheckPlayers:OnCheckPlayers(); end
|
||
UE.RespawnAllPlayer(InTime);
|
||
end
|
||
end
|
||
|
||
UE.RespawnPlayersTimer = nil;
|
||
|
||
function UE.RespawnPlayers(InPlayerList, InTime)
|
||
if InTime <= 0 then
|
||
-- 立刻重生
|
||
for i, v in pairs(InPlayerList) do
|
||
UE.RespawnPlayer(v, 0);
|
||
end
|
||
else
|
||
UGCEventSystem.SetTimer(GameState, function()
|
||
for _, PlayerKey in pairs(InPlayerList) do
|
||
UE.RespawnPlayer(v, 0);
|
||
end
|
||
end, InTime);
|
||
end
|
||
end
|
||
|
||
---@param InFunc fun(PC:UGCPlayerController_C)
|
||
function UE.ForeachAllPCs(InFunc)
|
||
for i, PC in pairs(UGCGameSystem.GetAllPlayerController(false)) do
|
||
if PC and UE.IsValid(PC) then InFunc(PC); end
|
||
end
|
||
end
|
||
|
||
function UE.RespawnAllPlayer(InTime)
|
||
if InTime == nil or InTime <= 0 then
|
||
UE.ForeachAllPCs(function(PC)
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PC.PlayerKey);
|
||
if Pawn then Pawn:K2_DestroyActor(); end
|
||
UGCGameSystem.RespawnPlayer(PC.PlayerKey);
|
||
end);
|
||
else
|
||
UGCEventSystem.SetTimer(GameState, function()
|
||
UE.ForeachAllPCs(function(PC)
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PC.PlayerKey);
|
||
if Pawn then Pawn:K2_DestroyActor(); end
|
||
UGCGameSystem.RespawnPlayer(PC.PlayerKey);
|
||
end)
|
||
end, InTime);
|
||
end
|
||
end
|
||
|
||
function UE.HasPlayer(InPlayerKey)
|
||
return UE.GetAccountInfo(InPlayerKey) ~= nil;
|
||
end
|
||
|
||
UE.ResetGameTimer = nil;
|
||
|
||
function UE.CanReset()
|
||
return UE.ResetGameTimer == nil;
|
||
end
|
||
|
||
function UE.ResetGameInterval(Force, InTime, InFunc)
|
||
local PawnCount = 0;
|
||
for i, v in pairs(UGCGameSystem.GetAllPlayerPawn()) do
|
||
if UE.IsValidPawn(v) then PawnCount = PawnCount + 1; end
|
||
end
|
||
if PawnCount < 2 or Force then
|
||
UGCLogSystem.Log("[UE.ResetGameInterval] 所有玩家重置")
|
||
|
||
-- 检查是否是只有一个玩家
|
||
local AlivePawnCount = table.getCount(UGCGameSystem.GetAllPlayerController(false));
|
||
if AlivePawnCount <= 1 then
|
||
-- 关闭
|
||
if GlobalCheckPlayers then
|
||
GlobalCheckPlayers:OnCheckPlayers();
|
||
end
|
||
if UE.ResetGameTimer ~= nil then
|
||
-- 关闭重置 Timer
|
||
if InFunc then InFunc(); end
|
||
UGCLogSystem.Log("[UE.ResetGameInterval] 关闭重置玩家 Timer")
|
||
UGCEventSystem.StopTimer(UE.ResetGameTimer);
|
||
UE.ResetGameTimer = nil;
|
||
end
|
||
return ;
|
||
end
|
||
|
||
UE.ResetGame(InTime); -- 检查是否可以复活
|
||
if PoisonManager then
|
||
UGCLogSystem.Log("[UE.ResetGameInterval] 重置毒圈")
|
||
PoisonManager:Toggle(true); -- 确保没事了再刷新毒圈
|
||
end
|
||
end
|
||
|
||
if PawnCount == 2 and not Force then
|
||
-- 关闭
|
||
if UE.ResetGameTimer ~= nil then
|
||
-- 关闭重置 Timer
|
||
if InFunc then InFunc(); end
|
||
UGCLogSystem.Log("[UE.ResetGameInterval] 关闭重置玩家 Timer")
|
||
UGCEventSystem.StopTimer(UE.ResetGameTimer);
|
||
UE.ResetGameTimer = nil;
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param InFunc fun() 完全重置之后再执行的函数
|
||
function UE.ResetGame1(InTime, InFunc)
|
||
-- 首先执行一遍,
|
||
UGCLogSystem.Log("[UE.ResetGame1] 开始重置")
|
||
UE.ResetGameInterval(true, InTime, InFunc);
|
||
if UE.CanReset() then
|
||
UGCLogSystem.Log("[UE.ResetGame1] 可以执行重置")
|
||
UE.ResetGameTimer = UGCEventSystem.SetTimerLoop(GameState, function()
|
||
UE.ResetGameInterval(false, InTime, InFunc);
|
||
end, 1);
|
||
end
|
||
end
|
||
|
||
function UE.GetMiniRepData(InKey)
|
||
if not table.isEmpty(GameState.MiniInfo) then
|
||
return GameState.MiniInfo[InKey];
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
function UE.CloseServer()
|
||
-- 检查玩家是否退出了
|
||
UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
|
||
UGCGameSystem.SendModeCustomEvent("GameOver"); -- 直接关闭
|
||
end, 6);
|
||
end
|
||
|
||
function UE.GetClassByName(InName)
|
||
local Class = ScriptGameplayStatics.FindClass(InName)
|
||
if Class and UE.IsValid(Class) then return Class; end
|
||
return nil;
|
||
end
|
||
|
||
function UE.OnCloseDS()
|
||
--停止检测DS连接
|
||
if NetUtil then NetUtil.StopCheckDSActive(); end
|
||
--忽略DS链接报错
|
||
if BattleResult then BattleResult.IgnoreDSError = true; end
|
||
end
|
||
|
||
---@return UGCPlayerPawn_C
|
||
function UE.GetLocalPawn()
|
||
return UGCGameSystem.GetPlayerPawnByPlayerKey(LocalPlayerKey);
|
||
end
|