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Copy pathEventHandlers.cs
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727 lines (586 loc) · 28 KB
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using LabApi.Events.Arguments.PlayerEvents;
using LabApi.Events.Arguments.ServerEvents;
using LabApi.Features.Wrappers;
using LevelUp.PlayerData;
using PlayerRoles;
using PlayerStatsSystem;
using System;
using System.Collections.Generic;
using System.Linq;
using MEC;
using UnityEngine;
using Logger = LabApi.Features.Console.Logger;
namespace LevelUp;
public class EventHandlers
{
// 静态列表,存储本回合已激活的发电机ID
private readonly HashSet<int> ActivatedGenerators = new();
private bool roundhasnotstarted = true;
public class SCPDamageLog
{
public List<string> Attackers = new List<string>();
public Dictionary<string, float> DamagePercent = new Dictionary<string, float>();
}
public Dictionary<string, SCPDamageLog> scpdamage = new();
// Phase 3.1: 辅助击杀和连杀追踪
private readonly Dictionary<string, HashSet<string>> playerDamageDealt = new(); // 玩家对目标造成的伤害记录
private readonly Dictionary<string, List<DateTime>> playerKillTimes = new(); // 玩家击杀时间记录(用于连杀)
private readonly Dictionary<string, HashSet<RoleTypeId>> playerKilledRoles = new(); // 玩家本回合击杀的角色类型
// Phase 3.4: 存活时间协程
private CoroutineHandle survivalRewardCoroutine;
// Phase 4: 统计数据追踪
private readonly Dictionary<string, DateTime> playerJoinTimes = new(); // 玩家加入时间
/// <summary>
/// 激活发电机时的经验处理
/// </summary>
/// <param name="ev">事件参数。</param>
public void OnPlayerActivatingGenerator(PlayerActivatingGeneratorEventArgs ev)
{
// 获取发电机ID
int generatorId = ev.Generator.Base.GetInstanceID();
if (ev.Player == null || ev.Player.IsNpc || roundhasnotstarted)
return;
// 检查发电机是否在本回合被激活过
if (ActivatedGenerators.Contains(generatorId))
{
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"发电机 {generatorId} 已在本回合被激活,不给予经验。");
return;
}
ActivatedGenerators.Add(generatorId);
string userId = ev.Player.UserId;
// 从缓存中获取玩家数据,如果不存在则创建
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(userId, out DataTemplates playerData))
{
playerData = new DataTemplates { UserId = userId };
LevelUp.Instance.PlayerDataCache[userId] = playerData;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"为玩家 {ev.Player.Nickname} ({userId}) 创建新的数据模板。");
}
// 从配置文件获取经验值
int expGained = LevelUp.Instance.Config.expAmount.ActivatingGenerator;
playerData.Experience += expGained;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 激活发电机,获得 {expGained} 经验,当前经验: {playerData.Experience}。");
// 提示信息处理
string expGainedMessage = LevelUp.Instance.Translation.EventHintTrans.ActiveGenerator
.Replace("{exp}", expGained.ToString())
.Replace("{roleColor}", ev.Player.RoleBase.RoleColor.ToHex());
ev.Player.SendHint(expGainedMessage, LevelUp.Instance.Config.showTime.gotexp);
// 检查是否升级
LevelUp.Instance.CheckForLevelUp(ev.Player, playerData);
}
/// <summary>
/// 离开服务器保存玩家数据
/// </summary>
/// <param name="ev">事件参数</param>
public void OnPlayerLeft(PlayerLeftEventArgs ev)
{
// Phase 4: 计算并累加游戏时长
if (playerJoinTimes.TryGetValue(ev.Player.UserId, out DateTime joinTime))
{
int playTime = (int)(DateTime.Now - joinTime).TotalSeconds;
if (LevelUp.Instance.PlayerDataCache.TryGetValue(ev.Player.UserId, out var playerData))
{
playerData.TotalPlayTime += playTime;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 本次游戏时长: {playTime} 秒,总时长: {playerData.TotalPlayTime} 秒");
}
playerJoinTimes.Remove(ev.Player.UserId);
}
LevelUp.Instance.SavePlayerData();
if(LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 离开,所有数据已保存。");
}
/// <summary>
/// 回合开始才允许添加hint
/// </summary>
public void OnServerRoundStarted()
{
roundhasnotstarted = false;
ActivatedGenerators.Clear();
// Phase 3: 清理追踪数据
playerDamageDealt.Clear();
playerKillTimes.Clear();
playerKilledRoles.Clear();
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"回合开始,发电机激活状态已重置。");
foreach (Player player in Player.List)
{
Hints.AddLevelHint(player);
// 初始化玩家名称前缀
Hints.UpdatePlayerNameWithLevelPrefix(player);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {player.Nickname} 加入,添加提示并设置等级前缀。");
}
// Phase 3.4: 启动存活时间奖励协程
if (survivalRewardCoroutine.IsRunning)
Timing.KillCoroutines(survivalRewardCoroutine);
survivalRewardCoroutine = Timing.RunCoroutine(SurvivalRewardCoroutine());
}
/// <summary>
/// 回合结束保存玩家数据
/// </summary>
/// <param name="ev">事件参数</param>
public void OnServerRoundEnded(RoundEndedEventArgs ev)
{
// Phase 4: 回合结束统计展示
DisplayRoundEndStats();
// Phase 4: 更新所有参与玩家的游戏局数
foreach (Player player in Player.List)
{
if (player == null || player.IsNpc) continue;
if (LevelUp.Instance.PlayerDataCache.TryGetValue(player.UserId, out var playerData))
{
playerData.TotalGamesPlayed++;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {player.Nickname} 完成一局,总局数: {playerData.TotalGamesPlayed}");
}
}
LevelUp.Instance.SavePlayerData();
ActivatedGenerators.Clear();
// Phase 3: 清理追踪数据
playerDamageDealt.Clear();
playerKillTimes.Clear();
playerKilledRoles.Clear();
// Phase 4: 清理加入时间记录
playerJoinTimes.Clear();
// 停止存活时间奖励协程
if (survivalRewardCoroutine.IsRunning)
Timing.KillCoroutines(survivalRewardCoroutine);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"回合结束,所有玩家数据已保存,发电机激活状态已重置。");
Hints.RemoveAllHints();
roundhasnotstarted = true;
}
/// <summary>
/// Phase 4.4: 显示回合结束统计
/// </summary>
private void DisplayRoundEndStats()
{
// 创建临时统计字典(本局击杀数)
Dictionary<string, int> roundKills = new Dictionary<string, int>();
foreach (Player player in Player.List)
{
if (player == null || player.IsNpc) continue;
if (LevelUp.Instance.PlayerDataCache.TryGetValue(player.UserId, out var playerData))
{
// 简单统计:使用当前连杀记录作为本局击杀的近似值
if (playerKillTimes.TryGetValue(player.UserId, out var killTimes))
{
roundKills[player.UserId] = killTimes.Count;
}
}
}
// 找到MVP(本局最高击杀)
if (roundKills.Count > 0)
{
var mvp = roundKills.OrderByDescending(x => x.Value).First();
Player mvpPlayer = Player.Get(mvp.Key);
if (mvpPlayer != null && mvp.Value > 0)
{
string mvpMessage = $"\n<color=yellow>═══ 回合统计 ═══</color>\n" +
$"<color=green>MVP: {mvpPlayer.Nickname} ({mvp.Value}击杀)</color>";
// 广播给所有玩家
foreach (Player player in Player.List)
{
if (player == null || player.IsNpc) continue;
player.SendBroadcast(mvpMessage, 10);
}
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"回合MVP: {mvpPlayer.Nickname} ({mvp.Value}击杀)");
}
}
}
// 在OnPlayerJoined方法中添加名称前缀初始化
public void OnPlayerJoined(PlayerJoinedEventArgs ev)
{
if (roundhasnotstarted) return;
// Phase 4: 记录玩家加入时间
playerJoinTimes[ev.Player.UserId] = DateTime.Now;
Hints.AddLevelHint(ev.Player);
// 初始化玩家名称前缀
Hints.UpdatePlayerNameWithLevelPrefix(ev.Player);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 加入,添加提示并设置等级前缀。");
}
/// <summary>
/// 处理玩家击杀事件
/// </summary>
public void OnPlayerDeath(PlayerDeathEventArgs ev)
{
try
{
// 避免处理非玩家击杀或无效情况
if (ev.Attacker == null || ev.Player == null)
return;
// Phase 4: 更新死亡统计
if (!ev.Player.IsNpc)
{
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(ev.Player.UserId, out var victimData))
{
victimData = new DataTemplates { UserId = ev.Player.UserId };
LevelUp.Instance.PlayerDataCache[ev.Player.UserId] = victimData;
}
victimData.TotalDeaths++;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 死亡,总死亡数: {victimData.TotalDeaths}");
}
bool tgtwasSCP = ev.Player.IsSCP && ev.Player.Role != RoleTypeId.Scp0492;
// 广播击杀信息给所有玩家
Hints.BroadcastKillMessage(ev.Attacker, ev.Player);
// 给击杀者添加经验
string killerId = ev.Attacker.UserId;
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(killerId, out DataTemplates killerData))
{
killerData = new DataTemplates { UserId = killerId };
LevelUp.Instance.PlayerDataCache[killerId] = killerData;
}
// Phase 3.3: SCP击杀人类使用不同经验值
int killExp;
if (ev.Attacker.IsSCP && !ev.Player.IsSCP)
{
killExp = LevelUp.Instance.Config.expAmount.ScpKillHuman;
}
else
{
killExp = LevelUp.Instance.Config.expAmount.KillingPlayer;
}
killerData.Experience += killExp;
// Phase 4: 更新击杀统计
killerData.TotalKills++;
// 更新角色击杀统计
string roleKey = ev.Player.Role.ToString();
if (!killerData.KillsByRole.ContainsKey(roleKey))
killerData.KillsByRole[roleKey] = 0;
killerData.KillsByRole[roleKey]++;
string expGainedMessage = LevelUp.Instance.Translation.EventHintTrans.KillPlayer
.Replace("{exp}", killExp.ToString())
.Replace("{roleColor}", ev.Attacker.RoleBase.RoleColor.ToHex());
// 击杀玩家获得经验提示
ev.Attacker.SendHint(expGainedMessage, LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Attacker.Nickname} 击杀了 {ev.Player.Nickname},获得 {killExp} 经验");
if(tgtwasSCP)
{
string tgt = ev.Player.UserId;
// 安全检查:确保该SCP的伤害记录存在
if (scpdamage.TryGetValue(tgt, out SCPDamageLog damageLog))
{
foreach(var p in damageLog.Attackers)
{
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(p, out var playerData))
{
playerData = new DataTemplates { UserId = p };
LevelUp.Instance.PlayerDataCache[p] = playerData;
}
// 安全获取伤害百分比
if (!damageLog.DamagePercent.TryGetValue(p, out float damagePercent))
{
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"警告:玩家 {p} 在攻击者列表中,但没有伤害百分比记录");
continue;
}
int exp;
if (damagePercent < 5f)
{
exp = LevelUp.Instance.Config.expAmount.damageless5;
}
else
{
exp = (int)(LevelUp.Instance.Config.expAmount.times * damagePercent);
}
playerData.Experience += exp;
Player attackerPlayer = Player.Get(p);
if (attackerPlayer == null) continue;
string expGainedMessage2 = LevelUp.Instance.Translation.EventHintTrans.SCPDamageTip
.Replace("{exp}", exp.ToString())
.Replace("{roleColor}", attackerPlayer.RoleBase.RoleColor.ToHex())
.Replace("{damagepercent}", damagePercent.ToString("F1"))
.Replace("{SCP}", ev.Player.RoleBase.RoleName);
attackerPlayer.SendHint(expGainedMessage2, LevelUp.Instance.Config.showTime.gotexp);
LevelUp.Instance.CheckForLevelUp(attackerPlayer, playerData);
}
}
}
scpdamage.Remove(ev.Player.UserId);
// Phase 3.1: 辅助击杀奖励
if (playerDamageDealt.TryGetValue(ev.Player.UserId, out var attackers))
{
foreach (var assisterId in attackers)
{
// 跳过最后一击者(已经获得击杀经验)
if (assisterId == ev.Attacker.UserId) continue;
Player assister = Player.Get(assisterId);
if (assister == null || assister.IsNpc) continue;
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(assisterId, out var assisterData))
{
assisterData = new DataTemplates { UserId = assisterId };
LevelUp.Instance.PlayerDataCache[assisterId] = assisterData;
}
int assistExp = LevelUp.Instance.Config.expAmount.AssistKill;
assisterData.Experience += assistExp;
assister.SendHint($"<color={assister.RoleBase.RoleColor.ToHex()}>辅助击杀,获得经验</color><color=white>{assistExp}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {assister.Nickname} 辅助击杀 {ev.Player.Nickname},获得 {assistExp} 经验");
LevelUp.Instance.CheckForLevelUp(assister, assisterData);
}
playerDamageDealt.Remove(ev.Player.UserId);
}
// Phase 3.1: 连杀奖励
if (!playerKillTimes.ContainsKey(killerId))
playerKillTimes[killerId] = new List<DateTime>();
DateTime now = DateTime.Now;
playerKillTimes[killerId].Add(now);
// 移除超过时间窗口的击杀记录
int windowSeconds = LevelUp.Instance.Config.expAmount.MultiKillWindow;
playerKillTimes[killerId].RemoveAll(t => (now - t).TotalSeconds > windowSeconds);
int killCount = playerKillTimes[killerId].Count;
// Phase 4: 更新最高连杀记录
if (killCount > killerData.HighestKillStreak)
{
killerData.HighestKillStreak = killCount;
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Attacker.Nickname} 创造新的连杀记录: {killCount}");
}
int multiKillExp = 0;
string multiKillMsg = "";
if (killCount == 2)
{
multiKillExp = LevelUp.Instance.Config.expAmount.DoubleKill;
multiKillMsg = "双杀!";
}
else if (killCount == 3)
{
multiKillExp = LevelUp.Instance.Config.expAmount.TripleKill;
multiKillMsg = "三连杀!";
}
else if (killCount == 4)
{
multiKillExp = LevelUp.Instance.Config.expAmount.QuadKill;
multiKillMsg = "四连杀!";
}
else if (killCount >= 5)
{
multiKillExp = LevelUp.Instance.Config.expAmount.PentaKill;
multiKillMsg = "五连杀!";
}
if (multiKillExp > 0)
{
killerData.Experience += multiKillExp;
ev.Attacker.SendHint($"<color={ev.Attacker.RoleBase.RoleColor.ToHex()}>🔥{multiKillMsg} 获得经验</color><color=white>{multiKillExp}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Attacker.Nickname} {multiKillMsg},获得 {multiKillExp} 额外经验");
}
// Phase 3.4: 首杀奖励
if (!playerKilledRoles.ContainsKey(killerId))
playerKilledRoles[killerId] = new HashSet<RoleTypeId>();
if (!playerKilledRoles[killerId].Contains(ev.Player.Role))
{
playerKilledRoles[killerId].Add(ev.Player.Role);
int firstKillBonus = LevelUp.Instance.Config.expAmount.FirstKillBonus;
killerData.Experience += firstKillBonus;
ev.Attacker.SendHint($"<color={ev.Attacker.RoleBase.RoleColor.ToHex()}>首次击杀 {ev.Player.RoleBase.RoleName},获得经验</color><color=white>{firstKillBonus}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Attacker.Nickname} 首次击杀 {ev.Player.RoleBase.RoleName},获得 {firstKillBonus} 额外经验");
}
// 检查是否升级
LevelUp.Instance.CheckForLevelUp(ev.Attacker, killerData);
}
catch (System.Exception ex)
{
Logger.Error($"[Phase 6] OnPlayerDeath 处理异常: {ex.Message}");
if (LevelUp.Instance.Config.Debug)
Logger.Error($"堆栈跟踪: {ex.StackTrace}");
}
}
/// <summary>
/// 处理SCP玩家受到伤害
/// </summary>
/// <param name="ev"></param>
public void OnPlayerHurt(PlayerHurtEventArgs ev)
{
try
{
if (ev.Attacker == ev.Player || ev.Player == null || ev.Attacker == null) return;
// Phase 3.1: 追踪所有玩家对玩家的伤害(用于辅助击杀)
if (!ev.Player.IsNpc && !ev.Attacker.IsNpc)
{
if (!playerDamageDealt.ContainsKey(ev.Player.UserId))
playerDamageDealt[ev.Player.UserId] = new HashSet<string>();
playerDamageDealt[ev.Player.UserId].Add(ev.Attacker.UserId);
}
// SCP伤害追踪(原有逻辑)
if (!ev.Player.IsSCP || ev.Player.Role == RoleTypeId.Scp0492 || ev.Player.IsNpc)
return;
// 确保SCP的伤害记录存在
if(!scpdamage.ContainsKey(ev.Player.UserId))
scpdamage.Add(ev.Player.UserId, new SCPDamageLog());
SCPDamageLog damageLog = scpdamage[ev.Player.UserId];
// 将攻击者添加到列表
if(!damageLog.Attackers.Contains(ev.Attacker.UserId))
damageLog.Attackers.Add(ev.Attacker.UserId);
// 获取已有伤害值(如果不存在则为0)
float previousDamage = damageLog.DamagePercent.TryGetValue(ev.Attacker.UserId, out float prevPercent)
? (prevPercent / 100f) * (ev.Player.MaxHealth + ev.Player.MaxHumeShield)
: 0f;
// 累加当前伤害
// 从DamageHandler中获取伤害值
float currentDamage = 0f;
if (ev.DamageHandler is StandardDamageHandler standardHandler)
{
currentDamage = standardHandler.Damage;
}
else if (ev.DamageHandler is AttackerDamageHandler attackerHandler)
{
currentDamage = attackerHandler.Damage;
}
float totalDamage = currentDamage + previousDamage;
// 更新伤害百分比
damageLog.DamagePercent[ev.Attacker.UserId] = totalDamage / (ev.Player.MaxHealth + ev.Player.MaxHumeShield) * 100f;
}
catch (System.Exception ex)
{
Logger.Error($"[Phase 6] OnPlayerHurt 处理异常: {ex.Message}");
if (LevelUp.Instance.Config.Debug)
Logger.Error($"堆栈跟踪: {ex.StackTrace}");
}
}
public void OnPlayerEscaped(PlayerEscapedEventArgs ev)
{
int exp = LevelUp.Instance.Config.expAmount.EscapedFacility;
string expGainedMessage = LevelUp.Instance.Translation.EventHintTrans.EscapedFacility.
Replace("{exp}", exp.ToString()).
Replace("{roleColor}", ev.Player.RoleBase.RoleColor.ToHex());
ev.Player.SendHint(expGainedMessage, LevelUp.Instance.Config.showTime.gotexp);
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(ev.Player.UserId, out var playerData))
{
playerData = new DataTemplates { UserId = ev.Player.UserId };
LevelUp.Instance.PlayerDataCache[ev.Player.UserId] = playerData;
if(LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 脱逃,创建玩家数据。");
}
if(LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 脱逃,获得 {exp} 经验。");
LevelUp.Instance.PlayerDataCache[ev.Player.UserId].Experience += exp;
LevelUp.Instance.CheckForLevelUp(ev.Player, LevelUp.Instance.PlayerDataCache[ev.Player.UserId]);
}
/// <summary>
/// Phase 3.2: 拘留D级人员事件
/// </summary>
public void OnPlayerCuffing(PlayerCuffingEventArgs ev)
{
if (ev.Player == null || ev.Target == null || ev.Player.IsNpc || ev.Target.IsNpc)
return;
// 只有设施警卫拘留D级才给经验
if (ev.Player.Role != RoleTypeId.FacilityGuard || ev.Target.Role != RoleTypeId.ClassD)
return;
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(ev.Player.UserId, out var playerData))
{
playerData = new DataTemplates { UserId = ev.Player.UserId };
LevelUp.Instance.PlayerDataCache[ev.Player.UserId] = playerData;
}
int exp = LevelUp.Instance.Config.expAmount.CuffDClass;
playerData.Experience += exp;
ev.Player.SendHint($"<color={ev.Player.RoleBase.RoleColor.ToHex()}>拘留D级人员,获得经验</color><color=white>{exp}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 拘留D级 {ev.Target.Nickname},获得 {exp} 经验");
LevelUp.Instance.CheckForLevelUp(ev.Player, playerData);
}
/// <summary>
/// Phase 3.2: 解除手铐事件
/// </summary>
public void OnPlayerUncuffed(PlayerUncuffedEventArgs ev)
{
if (ev.Player == null || ev.Target == null || ev.Player.IsNpc || ev.Target.IsNpc)
return;
// 自己解锁不给经验,互助才给
if (ev.Player.UserId == ev.Target.UserId)
return;
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(ev.Player.UserId, out var playerData))
{
playerData = new DataTemplates { UserId = ev.Player.UserId };
LevelUp.Instance.PlayerDataCache[ev.Player.UserId] = playerData;
}
int exp = LevelUp.Instance.Config.expAmount.FreeCuffed;
playerData.Experience += exp;
ev.Player.SendHint($"<color={ev.Player.RoleBase.RoleColor.ToHex()}>解除队友手铐,获得经验</color><color=white>{exp}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {ev.Player.Nickname} 解除 {ev.Target.Nickname} 的手铐,获得 {exp} 经验");
LevelUp.Instance.CheckForLevelUp(ev.Player, playerData);
}
/// <summary>
/// Phase 3.3: SCP击杀人类差异化
/// </summary>
private void ProcessScpKill(Player scp, Player victim, DataTemplates scpData)
{
int exp = LevelUp.Instance.Config.expAmount.ScpKillHuman;
scpData.Experience += exp;
scp.SendHint($"<color={scp.RoleBase.RoleColor.ToHex()}>击杀人类,获得经验</color><color=white>{exp}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"SCP {scp.Nickname} 击杀 {victim.Nickname},获得 {exp} 经验");
LevelUp.Instance.CheckForLevelUp(scp, scpData);
}
/// <summary>
/// Phase 3.4: 存活时间奖励协程
/// </summary>
private IEnumerator<float> SurvivalRewardCoroutine()
{
int interval = LevelUp.Instance.Config.expAmount.SurvivalInterval;
int reward = LevelUp.Instance.Config.expAmount.SurvivalReward;
while (true)
{
yield return Timing.WaitForSeconds(interval);
if (roundhasnotstarted) yield break;
foreach (Player player in Player.List.ToList())
{
if (player == null || player.IsNpc || !player.IsAlive) continue;
if (!LevelUp.Instance.PlayerDataCache.TryGetValue(player.UserId, out var playerData))
{
playerData = new DataTemplates { UserId = player.UserId };
LevelUp.Instance.PlayerDataCache[player.UserId] = playerData;
}
playerData.Experience += reward;
player.SendHint($"<color={player.RoleBase.RoleColor.ToHex()}>存活奖励,获得经验</color><color=white>{reward}</color>",
LevelUp.Instance.Config.showTime.gotexp);
if (LevelUp.Instance.Config.Debug)
Logger.Debug($"玩家 {player.Nickname} 存活 {interval} 秒,获得 {reward} 经验");
LevelUp.Instance.CheckForLevelUp(player, playerData);
}
}
}
public void RegisterAllEvents()
{
LabApi.Events.Handlers.PlayerEvents.ActivatingGenerator += OnPlayerActivatingGenerator;
LabApi.Events.Handlers.PlayerEvents.Left += OnPlayerLeft;
LabApi.Events.Handlers.PlayerEvents.Joined += OnPlayerJoined;
LabApi.Events.Handlers.PlayerEvents.Death += OnPlayerDeath;
LabApi.Events.Handlers.ServerEvents.RoundStarted += OnServerRoundStarted;
LabApi.Events.Handlers.ServerEvents.RoundEnded += OnServerRoundEnded;
LabApi.Events.Handlers.PlayerEvents.Hurt += OnPlayerHurt;
LabApi.Events.Handlers.PlayerEvents.Escaped += OnPlayerEscaped;
// Phase 3.2: 团队协作事件
LabApi.Events.Handlers.PlayerEvents.Cuffing += OnPlayerCuffing;
LabApi.Events.Handlers.PlayerEvents.Uncuffed += OnPlayerUncuffed;
}
public void UnregiserAllEvents()
{
LabApi.Events.Handlers.PlayerEvents.ActivatingGenerator -= OnPlayerActivatingGenerator;
LabApi.Events.Handlers.PlayerEvents.Left -= OnPlayerLeft;
LabApi.Events.Handlers.PlayerEvents.Joined -= OnPlayerJoined;
LabApi.Events.Handlers.PlayerEvents.Death -= OnPlayerDeath;
LabApi.Events.Handlers.ServerEvents.RoundStarted -= OnServerRoundStarted;
LabApi.Events.Handlers.ServerEvents.RoundEnded -= OnServerRoundEnded;
LabApi.Events.Handlers.PlayerEvents.Hurt -= OnPlayerHurt;
LabApi.Events.Handlers.PlayerEvents.Escaped -= OnPlayerEscaped;
// Phase 3.2: 团队协作事件
LabApi.Events.Handlers.PlayerEvents.Cuffing -= OnPlayerCuffing;
LabApi.Events.Handlers.PlayerEvents.Uncuffed -= OnPlayerUncuffed;
}
}