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https://gitlab.com/YuukiPS/GC-Resources.git
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174 lines
4.2 KiB
Lua
174 lines
4.2 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 155002011
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}
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-- Trigger变量
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local defs = {
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group_ID = 155002011
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}
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-- DEFS_MISCS
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local Controllers = {}
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local EnvControlGadgets = {}
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local Worktops = {}
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local DayAppearGadgets = {}
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local NightAppearGadgets = {11002}
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local gameplayStateFuncitons =
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{
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["0"] = function(context)
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ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",1)
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end,
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["1"] = function(context)
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ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",0)
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ScriptLib.AddExtraGroupSuite(context, defs.group_ID, 2)
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end,
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["2"] = function(context)
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ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",1)
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end
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}
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function UpdateGamePlayState(context)
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local state = ScriptLib.GetGroupVariableValue(context, "gameplayState")
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gameplayStateFuncitons[tostring(state)](context)
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end
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function GadgetStateSwitcher(context,groupid,gadget_id,state)
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if ScriptLib.GetGadgetStateByConfigId(context, groupid, gadget_id) == state[1] then
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ScriptLib.SetGroupGadgetStateByConfigId(context, groupid, gadget_id, state[2])
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elseif ScriptLib.GetGadgetStateByConfigId(context, groupid, gadget_id) == state[2] then
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ScriptLib.SetGroupGadgetStateByConfigId(context, groupid, gadget_id, state[1])
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end
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end
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--================================================================
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--
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-- 配置
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--
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--================================================================
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-- 怪物
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monsters = {
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}
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-- NPC
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npcs = {
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}
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-- 装置
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gadgets = {
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{ config_id = 11002, gadget_id = 70360315, pos = { x = 1299.024, y = 180.096, z = 825.602 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 36, area_id = 200 }
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}
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-- 区域
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regions = {
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}
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-- 触发器
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triggers = {
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-- 初始化
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{ config_id = 1011005, name = "GROUP_LOAD_11005", event = EventType.EVENT_GROUP_LOAD, source = "", condition = "", action = "action_EVENT_GROUP_LOAD_11005", trigger_count = 0 },
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-- 监听gameplayState
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{ config_id = 1011006, name = "VARIABLE_CHANGE_11006", event = EventType.EVENT_VARIABLE_CHANGE, source = "gameplayState", condition = "condition_EVENT_VARIABLE_CHANGE_11006", action = "action_EVENT_VARIABLE_CHANGE_11006", trigger_count = 0 }
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}
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-- 变量
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variables = {
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{ config_id = 1, name = "gameplayState", value = 0, no_refresh = true }
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}
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-- 废弃数据
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garbages = {
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triggers = {
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{ config_id = 1011007, name = "GADGET_STATE_CHANGE_11007", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_11007", action = "action_EVENT_GADGET_STATE_CHANGE_11007", trigger_count = 0 }
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}
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}
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--================================================================
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--
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-- 初始化配置
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--
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--================================================================
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-- 初始化时创建
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init_config = {
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suite = 1,
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end_suite = 0,
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rand_suite = false
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}
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--================================================================
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--
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-- 小组配置
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--
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--================================================================
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suites = {
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{
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-- suite_id = 1,
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-- description = ,
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monsters = { },
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gadgets = { },
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regions = { },
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triggers = { "GROUP_LOAD_11005", "VARIABLE_CHANGE_11006" },
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rand_weight = 100
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},
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{
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-- suite_id = 2,
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-- description = ,
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monsters = { },
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gadgets = { },
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regions = { },
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triggers = { "GROUP_LOAD_11005", "VARIABLE_CHANGE_11006" },
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rand_weight = 100
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}
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}
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--================================================================
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--
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-- 触发器
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--
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--================================================================
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-- 触发操作
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function action_EVENT_GROUP_LOAD_11005(context, evt)
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local isactive = ScriptLib.GetGroupVariableValueByGroup(context, "IslandActive", 155002001)
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if isactive == 1 then
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if ScriptLib.GetGroupVariableValue(context,"gameplayState") == 0 then
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ScriptLib.SetGroupVariableValue(context,"gameplayState", 1)
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end
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end
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UpdateGamePlayState(context)
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return 0
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end
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-- 触发条件
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function condition_EVENT_VARIABLE_CHANGE_11006(context, evt)
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if evt.param1 == evt.param2 then return false end
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if ScriptLib.GetGroupVariableValue(context, "gameplayState") == 0 then
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return false
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end
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return true
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end
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-- 触发操作
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function action_EVENT_VARIABLE_CHANGE_11006(context, evt)
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UpdateGamePlayState(context)
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return 0
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end
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require "V2_4/EnvState" |