165 lines
6.6 KiB
Lua
165 lines
6.6 KiB
Lua
local EventAction_CountdownMode = {
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GameTime = 0;
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GameEndEvent = -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_CountdownMode:Execute(...)
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if not UGCGameSystem.IsServer() then return end
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self.bEnableActionTick = true
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-- 设置当前游戏模式
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UGCGameSystem.GameState:SetGameStateType(CustomEnum.EGameState.Playing)
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-- 显示战斗界面UI
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UGCGameSystem.GameState:ShowSimplePlayModeUI(WidgetConfig.EUIType.FightPanel)
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if GlobalConfigs.GameSetting.CanRespawnSelectWeapon then
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-- 显示武器选择界面
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local AllPlayerKey = UGCSystemLibrary.GetAllPlayerKeys()
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for i, PlayerKey in pairs(AllPlayerKey) do
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UGCGameSystem.GameState:ShowPlayerSelectWeaponWidget(PlayerKey)
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end
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end
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-- 重置玩家积分信息
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PlayerScoreSystem.ResetAllPlayerScoreData()
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-- 重置和平默认的击杀数
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UGCSystemLibrary.ResetAllPlayerKillsAndAssists()
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-- 重置队伍得分
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UGCGameSystem.GameState:ResetTeamScore()
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-- 绑定游戏结束事件
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UGCEventSystem.AddListener(EventEnum.GameStateChange, self.GameFinish, self)
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-- 初始化游戏时间
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self.GameStartTime = UGCSystemLibrary.GatRealTimeSeconds()
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UGCGameSystem.GameState:SetGameTime(self.GameTime)
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-- 其他额外逻辑
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self:ExecuteOtherLogic()
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-- 重置所有玩家
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UGCGameSystem.SendModeCustomEvent("ResetAllPlayers")
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UGCLogSystem.Log("[EventAction_CountdownMode_Execute] Finish")
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return true
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end
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function EventAction_CountdownMode:GameFinish(GameStateType)
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UGCLogSystem.Log("[EventAction_CountdownMode_GameFinish]")
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if GameStateType == CustomEnum.EGameState.End then
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-- 其他额外逻辑
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self:GameFinishOtherLogic()
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self.bEnableActionTick = false
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if self.GameEndEvent then
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-- 发送游戏结束事件
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UGCEventSystem.SendEvent(self.GameEndEvent)
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else
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UGCLogSystem.Log("[EventAction_CountdownMode_GameFinish] GameEndEvent is nil")
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end
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UGCEventSystem.RemoveListener(EventEnum.GameStateChange, self.GameFinish, self)
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end
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end
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function EventAction_CountdownMode:Update(DeltaSeconds)
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local NowRealTime = UGCSystemLibrary.GatRealTimeSeconds()
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local RemainTime = self.GameTime - (NowRealTime - self.GameStartTime);
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-- 更新游戏时间
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if self.LastRemainTime ~= RemainTime then
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-- 判断游戏时间是否已结束
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if RemainTime <= 0 then
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self.LastRemainTime = 0
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UGCGameSystem.GameState:GameFinish()
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else
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self.LastRemainTime = RemainTime
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end
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UGCGameSystem.GameState:SetGameTime(self.LastRemainTime)
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end
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end
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-- 其他逻辑 根据工程改变而修改------------------------------------------------------------
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function EventAction_CountdownMode:ExecuteOtherLogic()
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-- 绑定到检查点函数
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UGCEventSystem.AddListener(EventEnum.OverlapCheckPoint, self.OverlapCheckPoint, self)
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local AllPC = UGCGameSystem.GetAllPlayerController()
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for i, v in pairs(AllPC) do
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v:SetStartPointType(EPlayerStartType.Default)
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v:ClearPlayerSpawnBuffs()
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end
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-- 销毁初始阻挡墙
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local BlockWallPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/ParkourActor/BlockWall/BP_WaitingBlockWall.BP_WaitingBlockWall_C')
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local AllWaitingWalls = GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, UE.LoadClass(BlockWallPath), {})
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for i, v in pairs(AllWaitingWalls) do
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v:K2_DestroyActor()
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end
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-- 重置检查点
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local CheckPointsPath = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/ParkourActor/BP_CheckPoints.BP_CheckPoints_C')
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local AllCheckPointsPath = GameplayStatics.GetAllActorsOfClass(UGCGameSystem.GameState, UE.LoadClass(CheckPointsPath), {})
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for i, v in pairs(AllCheckPointsPath) do
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v:ResetCheckPoint()
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end
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end
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function EventAction_CountdownMode:GameFinishOtherLogic()
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-- 移除绑定到检查点函数
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UGCEventSystem.RemoveListener(EventEnum.OverlapCheckPoint, self.OverlapCheckPoint, self)
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end
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function EventAction_CountdownMode:OverlapCheckPoint(PlayerKey, PointIndex, IsDestination)
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local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
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UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] PointIndex:%s", tostring(PointIndex))
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if PC then
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local Level = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Level)
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-- 刷新出生点
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if Level < PointIndex then
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PC:SetStartPointType(PointIndex)
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PlayerScoreSystem.SetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Level, PointIndex)
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PlayerScoreSystem.SetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Remainder, GlobalConfigs.GameSetting.GameTime - UGCGameSystem.GameState:GetGameTime());
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UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] Finish")
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for i = Level + 1, PointIndex do
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if GameObjectConfig.LevelBuff[i] then
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for _, BuffAssetType in pairs(GameObjectConfig.LevelBuff[i]) do
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PC:AddPlayerSpawnBuff(BuffAssetType)
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UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] BuffAssetType:%s", tostring(BuffAssetType))
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end
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end
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end
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end
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if IsDestination then
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-- 玩家完成了比赛
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UGCLogSystem.Log("[EventAction_CountdownMode_OverlapCheckPoint] PlayerKey:%s 完成了比赛", tostring(PlayerKey))
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-- 纪录得分
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local IsNewRecord = false
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local PlayerScore = PlayerScoreSystem.GetPlayerScore(PlayerKey)
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local PlayerScoreData = ArchiveDataConfig.GetPlayerArchiveDataFromType(PlayerKey, ArchiveDataConfig.EArchiveType.ScoreData)
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if PlayerScoreData then
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local RecordScore = PlayerScoreData.Score
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if RecordScore < PlayerScore then
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IsNewRecord = true
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end
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else
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IsNewRecord = true
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end
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-- 存档
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ArchiveDataConfig.SavePlayerArchiveData(PlayerKey, ArchiveDataConfig.EArchiveType.ScoreData, {Level = Level, Time = UGCGameSystem.GameState:GetGameTime(), Score = PlayerScore})
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-- 显结算界面
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UGCSendRPCSystem.ClientShowUI(PlayerKey, WidgetConfig.EUIType.Settlement,true, false, IsNewRecord, IsDestination)
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-- 发送玩家结束协议
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UGCGameSystem.SendPlayerSettlement(PlayerKey);
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end
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end
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end
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return EventAction_CountdownMode |