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

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Lua
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---@class SkillManager 技能管理器,区别于 BuffManager技能管理器不会创建都是瞬时的但是会记录每个玩家使用技能的时间和 CD
local BaseDir = "Script.Blueprint.SceneObj.Skill."
local SkillManager = {};
--- 在最开始的时候进行全部加载
SkillManager.Config = nil;
SkillManager.Owner = nil;
SkillManager.Skills = {}; -- 所有的技能
SkillManager.OwnerSkills = {};
function SkillManager:Init(InOwner)
UGCLogSystem.Log("[SkillManager:Init] 执行")
-- 加载 Config
self.Config = require(BaseDir .. 'SkillConfig');
self.Owner = InOwner;
GlobalTickTool:AddTick(self, self.OnTick)
for i, v in pairs(self.Config) do
self:InitSingle(i, v);
end
end
function SkillManager:InitSingle(i, v)
local Item = require(BaseDir .. 'Script.Skill_' .. v.Name);
self.Skills[i] = Item;
Item.SkillID = i;
if not table.isEmpty(v.Params) then
for Name, Value in pairs(v.Params) do
Item[Name] = Value;
end
end
local HadInit = table.func(Item, "Init");
Item.HadInit = HadInit;
end
function SkillManager:OnTick(dt, st)
if st == nil then return ; end
for PlayerKey, Skills in pairs(self.OwnerSkills) do
for SkillId, TimeInfo in pairs(Skills) do
if not TimeInfo.CanExec then
if TimeInfo.EndTime <= st then
TimeInfo.CanExec = true;
self:ResetSkill(SkillId, PlayerKey);
end
end
end
end
end
function SkillManager:GetSkillItem(InSkillId)
if self.Skills[InSkillId] == nil then
self:InitSingle(InSkillId, self.Config[InSkillId]);
end
return self.Skills[InSkillId];
end
-- 发送 RPC
function SkillManager:SendSkillRPC(InFuncName, InSkillId, InPlayerKey, ...)
if IsServer then
UnrealNetwork.CallUnrealRPC_Multicast_Unreliable(self.Owner, "SendSkillRPC", InFuncName, InSkillId, InPlayerKey, ...);
end
end
--- 添加技能
---@param InSkillId int32
function SkillManager:AddSkill(InSkillId, InPlayerKey, ...)
assert(InSkillId ~= nil);
UGCLogSystem.LogTree(string.format("[SkillManager:AddSkill] self.Config ="), self.Config)
UGCLogSystem.Log("[SkillManager:AddSkill] InSkillId = %s", tostring(InSkillId));
assert(self.Config[InSkillId] ~= nil);
local Item = self:GetSkillItem(InSkillId);
if Item == nil then
UGCLogSystem.Log("[SkillManager:AddSkill] SkillId = %d 的技能没有成功加入表中", InSkillId);
return false;
end
-- 检查能量是否够,如果不够那么就无法执行
local Cost = self.Config[InSkillId].Cost;
if IsServer then
if Cost ~= nil and Cost > 0 then
-- 获取 PS 里面的能量
local PS = UGCGameSystem.GetPlayerStateByPlayerKey(InPlayerKey);
if UE.IsValid(PS) then
if not self:AddSkillEnergy(-Cost) then
return false;
end
end
end
end
-- 验证一下是否可以执行
if self.OwnerSkills[InPlayerKey] == nil then
self.OwnerSkills[InPlayerKey] = {};
else
local SkillInfo = self.OwnerSkills[InPlayerKey][InSkillId];
if SkillInfo ~= nil then
-- 没有到执行的时间呢
if not SkillInfo.CanExec then
if IsServer then return false; end
end
end
end
-- 执行
Item.SkillId = InSkillId;
local bSuccess = table.func(Item, "Add", InPlayerKey, ...);
-- 执行成功
if not bSuccess then
UGCLogSystem.Log("[SkillManager:AddSkill] 没有执行 %s 的 AddSkill 成功,请检查", self.Config[InSkillId].Name)
return false;
end
-- 那就添加进去
local StartTime = UE.GetServerTime();
local Cooldown = self.Config[InSkillId].Cooldown;
if Cooldown == nil then Cooldown = 0; end
self.OwnerSkills[InPlayerKey][InSkillId] = {
StartTime = StartTime,
EndTime = StartTime + Cooldown;
CanExec = false; -- 在冷却
};
if IsServer then
self:SendSkillRPC("AddSkill", InSkillId, InPlayerKey, ...);
end
return true;
end
function SkillManager:RemoveSkill(InSkillId, InPlayerKey)
table.func(self:GetSkillItem(InSkillId), "Remove", InPlayerKey);
end
function SkillManager:ResetSkill(InSkillId, InPlayerKey)
table.func(self:GetSkillItem(InSkillId), "Reset", InPlayerKey);
if IsServer then
self:SendSkillRPC("ResetSkill", InSkillId, InPlayerKey);
else
end
end
return SkillManager;