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GC-Resources/Resources/Scripts/Scene/5/scene5_group155005304.lua
Yuuki b09934e7b9 Revert "remove local in defs"
This reverts commit 7e0a645ef33da87ddd5c402c6a64180001c6b03d.
2023-11-23 23:27:47 +08:00

228 lines
6.6 KiB
Lua

-- 基础信息
local base_info = {
group_id = 155005304
}
-- Trigger变量
local defs = {
group_ID = 155005304
}
-- DEFS_MISCS
local Controllers = {}
local EnvControlGadgets = {}
local Worktops = {}
local DayAppearGadgets = {304006,304007}
local NightAppearGadgets = {304004,304005}
--[[
Variable:
ScriptLib.GetGroupVariableValue(context, name)
ScriptLib.GetGroupVariableValueByGroup(context, name, group_id)
ScriptLib.SetGroupVariableValue(context, name, value)
ScriptLib.SetGroupVariableValueByGroup(context, name, value, group_id)
GadgetState:
ScriptLib.GetGadgetStateByConfigId(context, group_id, config_id)
ScriptLib.SetGroupGadgetStateByConfigId(context, group_id, config_id, gadget_state)
Option:
ScriptLib.SetWorktopOptionsByGroupId(context, group_id, config_id, {option_table})
ScriptLib.DelWorktopOptionByGroupId(context, group_id, config_id, option_id)
SuiteControll:
ScriptLib.GoToGroupSuite(context, group_id, suite_index)
ScriptLib.AddExtraGroupSuite(context, group_id, suite_index)
TimeAxis:
ScriptLib.InitTimeAxis(context, key, timer, is_loop)
ScriptLib.EndTimeAxis(context, key)
ScriptLib.PauseTimeAxis(context, key)
ScriptLib.ContinueTimeAxis(context, key)
ScriptLib.SetPlatformPointArray(context, gadget_id, pointarray_id, {pointarrayindexlist}, { route_type = 0 })
]]
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)
ScriptLib.AddExtraGroupSuite(context, defs.group_ID, 3)
ScriptLib.SetGadgetStateByConfigId(context, 304003, GadgetState.GearStart)
ScriptLib.SetGadgetStateByConfigId(context, 304004, GadgetState.GearStart)
ScriptLib.SetGadgetStateByConfigId(context, 304005, GadgetState.GearStart)
end
}
function UpdateGamePlayState(context)
local state = ScriptLib.GetGroupVariableValue(context, "gameplayState")
gameplayStateFuncitons[tostring(state)](context)
end
--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
{ config_id = 304003, gadget_id = 70290281, pos = { x = 219.088, y = 331.175, z = 219.593 }, rot = { x = 0.000, y = 336.968, z = 180.000 }, level = 36, persistent = true, area_id = 200 },
{ config_id = 304004, gadget_id = 70310011, pos = { x = 216.623, y = 325.615, z = 217.537 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 36, area_id = 200 },
{ config_id = 304005, gadget_id = 70310011, pos = { x = 221.919, y = 325.597, z = 219.774 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 36, area_id = 200 },
{ config_id = 304006, gadget_id = 70290216, pos = { x = 216.845, y = 326.838, z = 217.559 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 36, area_id = 200 },
{ config_id = 304007, gadget_id = 70290216, pos = { x = 221.758, y = 326.867, z = 219.561 }, 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 = 1304001, name = "GROUP_LOAD_304001", event = EventType.EVENT_GROUP_LOAD, source = "", condition = "", action = "action_EVENT_GROUP_LOAD_304001", trigger_count = 0 },
-- 监听gameplayState变化
{ config_id = 1304002, name = "VARIABLE_CHANGE_304002", event = EventType.EVENT_VARIABLE_CHANGE, source = "gameplayState", condition = "condition_EVENT_VARIABLE_CHANGE_304002", action = "action_EVENT_VARIABLE_CHANGE_304002", trigger_count = 0 },
{ config_id = 1304008, name = "GADGET_STATE_CHANGE_304008", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_304008", action = "action_EVENT_GADGET_STATE_CHANGE_304008", trigger_count = 0 }
}
-- 变量
variables = {
{ config_id = 1, name = "gameplayState", value = 1, no_refresh = true }
}
--================================================================
--
-- 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 = 静态逻辑,
monsters = { },
gadgets = { },
regions = { },
triggers = { "GROUP_LOAD_304001", "VARIABLE_CHANGE_304002" },
rand_weight = 100
},
{
-- suite_id = 2,
-- description = 玩法开启,
monsters = { },
gadgets = { 304003 },
regions = { },
triggers = { "GADGET_STATE_CHANGE_304008" },
rand_weight = 100
},
{
-- suite_id = 3,
-- description = 玩法完成,
monsters = { },
gadgets = { 304003, 304004, 304005 },
regions = { },
triggers = { },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发操作
function action_EVENT_GROUP_LOAD_304001(context, evt)
UpdateGamePlayState(context)
return 0
end
-- 触发条件
function condition_EVENT_VARIABLE_CHANGE_304002(context, evt)
if evt.param1 == evt.param2 then return false end
-- 判断变量"gameplayState"为0
if ScriptLib.GetGroupVariableValue(context, "gameplayState") == 0 then
return false
end
return true
end
-- 触发操作
function action_EVENT_VARIABLE_CHANGE_304002(context, evt)
UpdateGamePlayState(context)
return 0
end
-- 触发条件
function condition_EVENT_GADGET_STATE_CHANGE_304008(context, evt)
if GadgetState.GearStart ~= ScriptLib.GetGadgetStateByConfigId(context, 155005304, 304004) then
return false
end
if GadgetState.GearStart ~= ScriptLib.GetGadgetStateByConfigId(context, 155005304, 304005) then
return false
end
return true
end
-- 触发操作
function action_EVENT_GADGET_STATE_CHANGE_304008(context, evt)
-- 将configid为 304003 的物件更改为状态 GadgetState.GearStart
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 304003, GadgetState.GearStart) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
return -1
end
-- 将本组内变量名为 "gameplayState" 的变量设置为 2
if 0 ~= ScriptLib.SetGroupVariableValue(context, "gameplayState", 2) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_groupVariable")
return -1
end
return 0
end
require "V2_4/EnvState"
require "V2_4/EnvStateWorktop"