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https://gitlab.com/YuukiPS/GC-Resources.git
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471 lines
17 KiB
Lua
471 lines
17 KiB
Lua
--- ServerUploadTool Save to [/root/env/data/lua/common/V3_2] ---
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--[[======================================
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|| filename: CharAmuse_SpinBall
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|| owner: weiwei.sun
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|| description: 3.2奇趣秘园 局内逻辑 弹球
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|| LogName: ## [CharAmuse_SpinBall]
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|| Protection:
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=======================================]]
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--[[
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local defs = {
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-----全玩法通用配置-----
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--玩法范围region cube
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play_region = 1003,
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--玩法限时秒
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limit_time = 120,
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target = 15,
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-----弹球配置-----
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--新一波弹球的出现时间
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round_time = 10,
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--提示时间
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rmd_time = 8,
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--提示reminder
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reminder = 400171,
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--点阵长度
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length =
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{--[点阵id] =点阵长度
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[1] = 9,
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[2] = 4.
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},
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--创生配置
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born =
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{--[点阵id] ={ pos = { x=,y=,z=}, rot = pos = { x=,y=,z=}}
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[1]={ pos = { x=,y=,z=}, rot = pos = { x=,y=,z=}}
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}
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--点阵组
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array_combine =
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{
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[1] = {5, 6},
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}
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-- 刷金币suite的规则
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coin_list =
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{
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-- 单人玩家
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["SP"] = {
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--随机情况一
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{--ball点阵组,coin金币suite
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[1] = { ball = 1, coin ={4, 4}, buff = {5} , mona_buff = {}}, --第一波
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[2] = { ball = 1, coin ={4, 4}, buff = {5} }, --第二波。。
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},
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--随机情况二
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{--ball点阵组,coin金币suite
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[1] = { ball = 1, coin ={4, 4}, buff = {5} }, --第一波
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[2] = { ball = 1, coin ={4, 4}, buff = {5} }, --第二波。。
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},
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},
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-- 多人玩家
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["MP"] = {
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--随机情况一
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{--ball点阵组,coin金币suite
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[1] = { ball = 1, coin ={4, 4}}, --第一波
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[2] = { ball = 1, coin ={4, 4}}, --第二波。。
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},
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--随机情况二
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{--ball点阵组,coin金币suite
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[1] = { ball = 1, coin ={4, 4}}, --第一波
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[2] = { ball = 1, coin ={4, 4}}, --第二波。。
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},
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}
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-----以下内容通常不需关注-----
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ball_pool = {}
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}
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]]
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local cfg = {
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--主控GroupID
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main_group = 251008007,
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}
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local extraTriggers = {
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{ config_id = 8000003, name = "TimeAxis_StopGallery", event = EventType.EVENT_TIME_AXIS_PASS, source = "StopGallery", condition = "", action = "action_TimeAxis_StopGallery", trigger_count = 0 },
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{ config_id = 8000004, name = "Gallery_Stop", event = EventType.EVENT_GALLERY_STOP, source = "", condition = "", action = "action_Gallery_Stop", trigger_count = 0 },
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{ config_id = 8000005, name = "TimeAxis_StopGallery_Fail", event = EventType.EVENT_TIME_AXIS_PASS, source = "StopGallery_Fail", condition = "", action = "action_TimeAxis_StopGallery_Fail", trigger_count = 0 },
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{ config_id = 8000006, name = "BallWait_TimeAxis", event = EventType.EVENT_TIME_AXIS_PASS, source = "ball_wait", condition = "", action = "action_Wait_TimeAxis_Pass", trigger_count = 0 },
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{ config_id = 8000007, name = "Round_TimeAxis", event = EventType.EVENT_TIME_AXIS_PASS, source = "round_time", condition = "", action = "action_Round_TimeAxis", trigger_count = 0 },
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{ config_id = 8000008, name = "Reminder_TimeAxis", event = EventType.EVENT_TIME_AXIS_PASS, source = "reminder_time", condition = "", action = "action_Reminder_TimeAxis", trigger_count = 0 },
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{ config_id = 8000009, name = "RoundWait_TimeAxis", event = EventType.EVENT_TIME_AXIS_PASS, source = "roundwait_time", condition = "", action = "action_RoundWait_TimeAxis", trigger_count = 0 },
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--{ config_id = 8000010, name = "Ball_Point_Arrival", event = EventType.EVENT_PLATFORM_ARRIVAL, source = "", condition = "", action = "action_Ball_Point_Arrival", trigger_count = 0 },
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{ config_id = 8000011, name = "AirWallVariable_Change", event = EventType.EVENT_VARIABLE_CHANGE, source = "air_wall", condition = "", action = "action_AirWallVariable_Change", trigger_count = 0 },
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{ config_id = 8000012, name = "Group_Load", event = EventType.EVENT_GROUP_LOAD, source = "", condition = "", action = "action_Group_Load", trigger_count = 0 },
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}
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function LF_Initialize()
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for k,v in pairs(extraTriggers) do
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table.insert(triggers, v)
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table.insert(suites[init_config.suite].triggers, v.name)
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end
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table.insert(variables,{ config_id = 50000001, name = "air_wall", value = 0})
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end
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--主控调用
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function EX_StartGallery(context, prev_context, gallery_id, is_last_level)
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local uid_list = ScriptLib.GetSceneUidList(context)
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ScriptLib.SetGroupTempValue(context, "player_count", #uid_list, {})
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ScriptLib.SetGroupTempValue(context, "is_last_level", is_last_level, {})
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--开启gallery
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ScriptLib.StartGallery(context, gallery_id)
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ScriptLib.SetGroupTempValue(context, "gallery_id", gallery_id, {})
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] Gallery Started. player_count@"..#uid_list.." --------------")
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--玩法启动
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ScriptLib.SetGroupVariableValue(context, "air_wall", 0)
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LF_Start_Play(context)
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return 0
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end
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function action_Group_Load(context, evt)
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if nil == defs.air_wall then
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return 0
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end
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if 1 == ScriptLib.GetGroupVariableValue(context, "air_wall") then
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for i,v in ipairs(defs.air_wall) do
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ScriptLib.CreateGadget(context, { config_id = v })
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end
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end
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return 0
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end
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function action_AirWallVariable_Change(context, evt)
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if nil == defs.air_wall then
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return 0
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end
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if 1 == evt.param1 and 0 == evt.param2 then
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for i,v in ipairs(defs.air_wall) do
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ScriptLib.CreateGadget(context, { config_id = v })
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end
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elseif 0 == evt.param1 and 1 == evt.param2 then
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for i,v in ipairs(defs.air_wall) do
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ScriptLib.RemoveEntityByConfigId(context, 0, EntityType.GADGET, v)
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end
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end
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return 0
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end
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--evt.param2: 1-成功 0-失败
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function action_Gallery_Stop(context, evt)
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LF_ClearRound(context)
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ScriptLib.EndAllTimeAxis(context)
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if 3 ~= evt.param3 then
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local is_last_level = (ScriptLib.GetGroupTempValue(context, "is_last_level", {}) >= 1)
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--ScriptLib.InitTimeAxis(context, "StopGallery_Fail", { 3 } , false) 9.21修改 失败不要延时结束
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ScriptLib.ExecuteGroupLua(context, cfg.main_group, "EX_EndPlayStage", {1, base_info.group_id})
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else
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local is_last_level = (ScriptLib.GetGroupTempValue(context, "is_last_level", {}) >= 1)--最后一关无等待
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if is_last_level then
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ScriptLib.ExecuteGroupLua(context, cfg.main_group, "EX_EndPlayStage", {0, base_info.group_id})
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else
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ScriptLib.InitTimeAxis(context, "StopGallery", { 3 } , false)
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end
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end
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] Gallery stoped. reason@".. evt.param3.." --------------")
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return 0
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end
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---------------------------------------------------------------------------------------------------------------
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function LF_Start_Play(context)
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ScriptLib.SetGroupTempValue(context, "round", 0, {})
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local player_count = ScriptLib.GetGroupTempValue(context, "player_count", {})
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local gallery_id = ScriptLib.GetGroupTempValue(context, "gallery_id", {})
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local target = 0
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if player_count > 1 then
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target = ScriptLib.GetCharAmusementGalleryTarget(context, gallery_id, true)
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else
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target = ScriptLib.GetCharAmusementGalleryTarget(context, gallery_id, false)
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end
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ScriptLib.SetGroupTempValue(context, "cur_score", target, {})
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ScriptLib.UpdatePlayerGalleryScore(context, gallery_id, { ["max_score"]= target} )
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local rand_length = 1
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] LF_Start_Play. player_count@"..player_count)
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if 1 < player_count then
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rand_length = #defs.coin_list["MP"]
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else
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rand_length = #defs.coin_list["SP"]
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end
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math.randomseed(ScriptLib.GetServerTime(context))
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local rand_index = math.random(rand_length)
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ScriptLib.SetGroupTempValue(context, "rand_index", rand_index, {})
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LF_StartRound(context)
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return 0
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end
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function action_TimeAxis_StopGallery(context, evt)
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ScriptLib.ExecuteGroupLua(context, cfg.main_group, "EX_EndPlayStage", {0, base_info.group_id})
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return 0
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end
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function action_TimeAxis_StopGallery_Fail(context, evt)
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ScriptLib.ExecuteGroupLua(context, cfg.main_group, "EX_EndPlayStage", {1, base_info.group_id})
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return 0
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end
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function LF_StartRound(context)
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local rand_index = ScriptLib.GetGroupTempValue(context, "rand_index", {})
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local player_num = ScriptLib.GetGroupTempValue(context, "player_count", {})
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ScriptLib.SetGroupTempValue(context, "coin_num", 0, {})
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ScriptLib.SetGroupTempValue(context, "score_total", 0, {})
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local coin_list = {}
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if 1 < player_num then
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coin_list = defs.coin_list["MP"]
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else
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coin_list = defs.coin_list["SP"]
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end
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if nil == coin_list then
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ScriptLib.PrintGroupWarning(context,"## [CharAmuse_SpinBall] LF_StartRound. Nil SPMP coin_list. player_num@"..player_num)
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return 0
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end
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--round++
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ScriptLib.ChangeGroupTempValue(context, "round", 1, {})
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local round = ScriptLib.GetGroupTempValue(context, "round", {})
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] LF_StartRound. New round@".. round .. ". in rand_index@"..rand_index)
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--如果已经到了LD配置尽头,则循环最后一波
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if round > #coin_list[rand_index] then
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round = #coin_list[rand_index]
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ScriptLib.SetGroupTempValue(context, "round", round, {})
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] LF_StartRound. All round finished. Set to final.")
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end
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--创建Buff球
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if nil ~= coin_list[rand_index][round].buff then
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for i,v in ipairs(coin_list[rand_index][round].buff) do
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ScriptLib.AddExtraGroupSuite(context, base_info.group_id, v)
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end
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end
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--创建Buff球
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if nil ~= coin_list[rand_index][round].mona_buff and 28002 == ScriptLib.GetGroupTempValue(context, "gallery_id", {}) then
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for i,v in ipairs(coin_list[rand_index][round].mona_buff) do
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ScriptLib.AddExtraGroupSuite(context, base_info.group_id, v)
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end
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end
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--创建球
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-- 根据点阵数量 创建球 等待后,开始点阵移动
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local ball_index = coin_list[rand_index][round].ball
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ScriptLib.SetGroupTempValue(context, "ball_index", ball_index, {})
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] ball_index@"..ball_index)
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for k,v in pairs(defs.array_combine[ball_index]) do
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local config_id = LF_CreateBall(context, defs.born[v].pos, defs.born[v].rot)
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ScriptLib.SetGroupTempValue(context, "ball_"..k, config_id, {})
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end
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ScriptLib.InitTimeAxis(context, "ball_wait", { 1.5 } , false)
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ScriptLib.InitTimeAxis(context, "round_time", { defs.round_time } , false)
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ScriptLib.InitTimeAxis(context, "reminder_time", { defs.rmd_time } , false)
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return 0
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end
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function action_Wait_TimeAxis_Pass(context, evt)
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local rand_index = ScriptLib.GetGroupTempValue(context, "rand_index", {})
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local round = ScriptLib.GetGroupTempValue(context, "round", {})
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local player_num = ScriptLib.GetGroupTempValue(context, "player_count", {})
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local coin_list = {}
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if 1 < player_num then
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coin_list = defs.coin_list["MP"]
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else
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coin_list = defs.coin_list["SP"]
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end
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local ball_index = ScriptLib.GetGroupTempValue(context, "ball_index", {})
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for k,v in pairs(defs.array_combine[ball_index]) do
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local config_id = ScriptLib.GetGroupTempValue(context, "ball_"..k, {})
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--设置点阵
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if 0 < config_id then
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local path = {}
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if nil == defs.length[v] then
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] Get path length failed. point_array_id@"..v)
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return 0
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end
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for i = 1, defs.length[v] do
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table.insert(path, i)
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end
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local tempParam = {route_type = 2, turn_mode = false}
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ScriptLib.SetPlatformPointArray(context, config_id, v, path, tempParam)
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] SetPlatformPointArray. config_id@".. config_id.. "point_array_id@"..v)
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end
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end
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-- 创建金币
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local coin_suites = coin_list[rand_index][round].coin
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for k,v in pairs(coin_suites) do
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ScriptLib.AddExtraGroupSuite(context, base_info.group_id, v)
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end
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--埋点统计本波总分
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local coin_1 = ScriptLib.CheckRemainGadgetCountByGroupId(context, { group_id = base_info.group_id, gadget_id = { 70320015 }})
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local coin_2 = ScriptLib.CheckRemainGadgetCountByGroupId(context, { group_id = base_info.group_id, gadget_id = { 70320022 }})
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ScriptLib.SetGroupTempValue(context, "coin_num", coin_1 + coin_2, {})
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if nil ~= defs.super_coin and 1 <= defs.super_coin then
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ScriptLib.SetGroupTempValue(context, "score_total", coin_1 + (coin_2 *math.floor(defs.super_coin)), {})
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else
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ScriptLib.SetGroupTempValue(context, "score_total", coin_1 + (coin_2 * 5), {})
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end
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return 0
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end
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function LF_ClearRound(context)
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local gallery_id = ScriptLib.GetGroupTempValue(context, "gallery_id", {})
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local round = ScriptLib.GetGroupTempValue(context, "round", {})
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if ScriptLib.IsGalleryStart(context, gallery_id) then
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--埋点
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local score_total = ScriptLib.GetGroupTempValue(context, "score_total", {})
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local coin_1 = ScriptLib.CheckRemainGadgetCountByGroupId(context, { group_id = base_info.group_id, gadget_id = { 70320015 }})
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local coin_2 = ScriptLib.CheckRemainGadgetCountByGroupId(context, { group_id = base_info.group_id, gadget_id = { 70320022 }})
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local score_left = coin_1 + (coin_2 *5)
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if nil ~= defs.super_coin and 1 <= defs.super_coin then
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score_left = coin_1 + (coin_2 *math.floor(defs.super_coin))
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end
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ScriptLib.MarkGroupLuaAction(context, "CharAmuse_SpinBall", ScriptLib.GetDungeonTransaction(context), {["wave_num"] = round, ["score_gain"] = score_total - score_left, ["score_left"] = score_left})
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end
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for k,v in pairs(defs.ball_pool) do
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ScriptLib.KillEntityByConfigId(context, { config_id = v })--kill播放onKill动画
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end
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local player_num = ScriptLib.GetGroupTempValue(context, "player_count", {})
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local coin_list = {}
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if 1 < player_num then
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coin_list = defs.coin_list["MP"]
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else
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coin_list = defs.coin_list["SP"]
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end
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local rand_index = ScriptLib.GetGroupTempValue(context, "rand_index", {})
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for i,v in ipairs(coin_list[rand_index][round].coin) do
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ScriptLib.RemoveExtraGroupSuite(context, base_info.group_id, v)
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end
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if nil ~= coin_list[rand_index][round].buff then
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for i,v in ipairs(coin_list[rand_index][round].buff) do
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ScriptLib.RemoveExtraGroupSuite(context, base_info.group_id, v)
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end
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end
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return 0
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end
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function LF_CreateBall(context, pos, rot)
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for k , v in pairs(defs.ball_pool) do
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local ret = ScriptLib.CreateGadgetByConfigIdByPos(context, v, pos, rot)
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if 0 == ret then
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ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] LF_CreateBall. Create gadget@"..v)
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return v
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end
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end
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ScriptLib.PrintGroupWarning(context,"## [CharAmuse_SpinBall] LF_CreateBall. Unable to create ball.")
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return 0
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end
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function action_Round_TimeAxis(context, evt)
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ScriptLib.EndTimeAxis(context, "ball_wait")
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ScriptLib.EndTimeAxis(context, "round_time")
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ScriptLib.EndTimeAxis(context, "reminder_time")
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LF_ClearRound(context)
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ScriptLib.InitTimeAxis(context, "roundwait_time", { defs.wait_time } , false)
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return 0
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end
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function action_RoundWait_TimeAxis(context, evt)
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LF_StartRound(context)
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return 0
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end
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function action_Reminder_TimeAxis(context, evt)
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ScriptLib.ShowReminder(context, defs.reminder)
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return 0
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end
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function action_Ball_Point_Arrival(context, evt)
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ScriptLib.AddEntityGlobalFloatValueByConfigId(context, {evt.param1}, "GV_SpiningBall_Action", 1)
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return 0
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end
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--param1: 1-普通 2-大金币
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function SLC_CharAmusement_CoinGet(context, param1)
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local gallery_id = ScriptLib.GetGroupTempValue(context, "gallery_id", {})
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local stage_index = ScriptLib.GetGroupTempValue(context, "stage_index", { cfg.main_group })
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if 1 == param1 then
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local config_id = ScriptLib.GetGadgetConfigId(context, { gadget_eid = context.target_entity_id })
|
||
ScriptLib.RemoveEntityByConfigId(context, 0, EntityType.GADGET, config_id)
|
||
ScriptLib.ChangeGroupTempValue(context, "cur_score", -1, {})
|
||
ScriptLib.ChangeGroupTempValue(context, "coin_num", -1, {})
|
||
|
||
ScriptLib.UpdatePlayerGalleryScore(context, gallery_id, { ["add_score"]= 1} )
|
||
ScriptLib.CharAmusementUpdateScore(context, cfg.main_group, 1, 1)--给MultStage更新分数 服务器侧埋点用
|
||
|
||
elseif 2 == param1 then
|
||
local config_id = ScriptLib.GetGadgetConfigId(context, { gadget_eid = context.target_entity_id })
|
||
ScriptLib.RemoveEntityByConfigId(context, 0, EntityType.GADGET, config_id)
|
||
if nil ~= defs.super_coin and 1 <= defs.super_coin then
|
||
ScriptLib.ChangeGroupTempValue(context, "cur_score", -1*math.floor(defs.super_coin), {})
|
||
ScriptLib.UpdatePlayerGalleryScore(context, gallery_id, { ["add_score"]= math.floor(defs.super_coin)} )
|
||
ScriptLib.CharAmusementUpdateScore(context, cfg.main_group, 1, math.floor(defs.super_coin))--给MultStage更新分数 服务器侧埋点用
|
||
else
|
||
ScriptLib.ChangeGroupTempValue(context, "cur_score", -5, {})
|
||
ScriptLib.UpdatePlayerGalleryScore(context, gallery_id, { ["add_score"]= 5} )
|
||
ScriptLib.CharAmusementUpdateScore(context, cfg.main_group, 1, 5)--给MultStage更新分数 服务器侧埋点用
|
||
end
|
||
ScriptLib.ChangeGroupTempValue(context, "coin_num", -1, {})
|
||
end
|
||
|
||
if 0 >= ScriptLib.GetGroupTempValue(context, "cur_score", {}) then
|
||
local is_last_level = (ScriptLib.GetGroupTempValue(context, "is_last_level", {}) >= 1)
|
||
ScriptLib.UpdatePlayerGalleryScore(context, gallery_id, { ["is_last_level"] = is_last_level, ["is_finish"] = true, ["is_success"] = true } )
|
||
ScriptLib.StopGallery(context, gallery_id, false)
|
||
return 0
|
||
end
|
||
|
||
local coin_num = ScriptLib.GetGroupTempValue(context, "coin_num", {})
|
||
ScriptLib.PrintContextLog(context,"## [CharAmuse_SpinBall] SLC_CharAmusement_CoinGet. param1@"..param1.." coin_num@"..coin_num)
|
||
if 0 >= coin_num then
|
||
|
||
LF_ClearRound(context)
|
||
|
||
ScriptLib.EndTimeAxis(context, "ball_wait")
|
||
ScriptLib.EndTimeAxis(context, "round_time")
|
||
ScriptLib.EndTimeAxis(context, "reminder_time")
|
||
|
||
ScriptLib.InitTimeAxis(context, "roundwait_time", { defs.wait_time } , false)
|
||
|
||
end
|
||
|
||
return 0
|
||
end
|
||
|
||
LF_Initialize() |