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GC-Resources/Resources/Scripts/Scene/5/scene5_group155002011.lua
Yuuki b09934e7b9 Revert "remove local in defs"
This reverts commit 7e0a645ef33da87ddd5c402c6a64180001c6b03d.
2023-11-23 23:27:47 +08:00

174 lines
4.2 KiB
Lua

-- 基础信息
local base_info = {
group_id = 155002011
}
-- Trigger变量
local defs = {
group_ID = 155002011
}
-- DEFS_MISCS
local Controllers = {}
local EnvControlGadgets = {}
local Worktops = {}
local DayAppearGadgets = {}
local NightAppearGadgets = {11002}
local gameplayStateFuncitons =
{
["0"] = function(context)
ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",1)
end,
["1"] = function(context)
ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",0)
ScriptLib.AddExtraGroupSuite(context, defs.group_ID, 2)
end,
["2"] = function(context)
ScriptLib.SetGroupVariableValue(context,"is_daynight_finish",1)
end
}
function UpdateGamePlayState(context)
local state = ScriptLib.GetGroupVariableValue(context, "gameplayState")
gameplayStateFuncitons[tostring(state)](context)
end
function GadgetStateSwitcher(context,groupid,gadget_id,state)
if ScriptLib.GetGadgetStateByConfigId(context, groupid, gadget_id) == state[1] then
ScriptLib.SetGroupGadgetStateByConfigId(context, groupid, gadget_id, state[2])
elseif ScriptLib.GetGadgetStateByConfigId(context, groupid, gadget_id) == state[2] then
ScriptLib.SetGroupGadgetStateByConfigId(context, groupid, gadget_id, state[1])
end
end
--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
{ 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 }
}
-- 区域
regions = {
}
-- 触发器
triggers = {
-- 初始化
{ config_id = 1011005, name = "GROUP_LOAD_11005", event = EventType.EVENT_GROUP_LOAD, source = "", condition = "", action = "action_EVENT_GROUP_LOAD_11005", trigger_count = 0 },
-- 监听gameplayState
{ 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 }
}
-- 变量
variables = {
{ config_id = 1, name = "gameplayState", value = 0, no_refresh = true }
}
-- 废弃数据
garbages = {
triggers = {
{ 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 }
}
}
--================================================================
--
-- 初始化配置
--
--================================================================
-- 初始化时创建
init_config = {
suite = 1,
end_suite = 0,
rand_suite = false
}
--================================================================
--
-- 小组配置
--
--================================================================
suites = {
{
-- suite_id = 1,
-- description = ,
monsters = { },
gadgets = { },
regions = { },
triggers = { "GROUP_LOAD_11005", "VARIABLE_CHANGE_11006" },
rand_weight = 100
},
{
-- suite_id = 2,
-- description = ,
monsters = { },
gadgets = { },
regions = { },
triggers = { "GROUP_LOAD_11005", "VARIABLE_CHANGE_11006" },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发操作
function action_EVENT_GROUP_LOAD_11005(context, evt)
local isactive = ScriptLib.GetGroupVariableValueByGroup(context, "IslandActive", 155002001)
if isactive == 1 then
if ScriptLib.GetGroupVariableValue(context,"gameplayState") == 0 then
ScriptLib.SetGroupVariableValue(context,"gameplayState", 1)
end
end
UpdateGamePlayState(context)
return 0
end
-- 触发条件
function condition_EVENT_VARIABLE_CHANGE_11006(context, evt)
if evt.param1 == evt.param2 then return false end
if ScriptLib.GetGroupVariableValue(context, "gameplayState") == 0 then
return false
end
return true
end
-- 触发操作
function action_EVENT_VARIABLE_CHANGE_11006(context, evt)
UpdateGamePlayState(context)
return 0
end
require "V2_4/EnvState"