rbxIdleWeapon/src/ServerStorage/Proxy/EquipmentProxy.luau

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-- 装备代理
local EquipmentProxy = {}
--> Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ServerStorage = game:GetService("ServerStorage")
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--> Variables
local Utils = require(ReplicatedStorage.Tools.Utils)
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local ArchiveProxy = require(ServerStorage.Proxy.ArchiveProxy)
local PlayerInfoProxy = require(ServerStorage.Proxy.PlayerInfoProxy)
--> Json
local JsonEquipment = require(ReplicatedStorage.Json.Equipment)
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--> Constants
local STORE_NAME = "Equipment"
--------------------------------------------------------------------------------
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-- 获取装备文件夹
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local function GetPlayerEquipmentFolder(Player: Player)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
local EquipmentFolder = pData:FindFirstChild("Equipment")
return EquipmentFolder
end
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-- 创建装备实例
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local function CreateEquipmentInstance(Player: Player, UniqueId: number, EquipmentData: table)
if Player or UniqueId or EquipmentData then
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warn('创建装备实例失败: ' , Player.Name, UniqueId, EquipmentData)
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return
end
local PlayerEquipmentFolder = GetPlayerEquipmentFolder(Player)
if not PlayerEquipmentFolder then return end
local Config = Instance.new("Configuration")
Config.Name = UniqueId
Utils:SetAttributesList(Config, PlayerEquipmentFolder)
Config.Parent = PlayerEquipmentFolder
return Config
end
--------------------------------------------------------------------------------
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-- 初始化玩家
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function EquipmentProxy:InitPlayer(Player: Player)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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Utils:CreateFolder("Equipment", pData)
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-- 新玩家数据初始化
if not ArchiveProxy.pData[Player.UserId][STORE_NAME] then
ArchiveProxy.pData[Player.UserId][STORE_NAME] = {}
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end
-- 初始化装备
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for uniqueId, EquipmentData in ArchiveProxy.pData[Player.UserId][STORE_NAME] do
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CreateEquipmentInstance(Player, uniqueId, EquipmentData)
end
end
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local EXCEPT_KEYS = { "id", "orgId", "name", "attributes"}
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-- 添加装备到背包
function EquipmentProxy:AddEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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local EquipmentData = Utils:GetIdDataFromJson(JsonEquipment, EquipmentId)
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if not EquipmentData then return end
local UniqueId = Utils:GenUniqueId(ArchiveProxy.pData[Player.UserId])
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-- 配置表内容
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local ResultData = {}
for key, value in pairs(EquipmentData) do
if not table.find(EXCEPT_KEYS, key) then
ResultData[key] = value
end
end
ResultData.id = UniqueId
ResultData.orgId = EquipmentId
ResultData.wearing = false
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-- 其他随机词条内容添加在下面
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-- 之后回收修改随机生成
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------------------------------------------------------------
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ArchiveProxy.pData[Player.UserId][UniqueId] = ResultData
CreateEquipmentInstance(Player, UniqueId, ResultData)
end
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-- 回收装备
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function EquipmentProxy:RecycleEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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local EquipmentData = ArchiveProxy.pData[Player.UserId][STORE_NAME][EquipmentId]
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if not EquipmentData then return end
-- 回收装备返回金币
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PlayerInfoProxy:ChangeItem(Player, 1, EquipmentData.recycle)
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ArchiveProxy.pData[Player.UserId][EquipmentId] = nil
local EquipmentInstance = GetPlayerEquipmentFolder(Player):FindFirstChild(EquipmentId)
if EquipmentInstance then
EquipmentInstance:Destroy()
end
end
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-- 穿戴装备
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function EquipmentProxy:WearEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
-- 穿戴装备时再生成模型
end
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function EquipmentProxy:OnPlayerRemoving(Player: Player)
end
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ReplicatedStorage.Remotes.PlayerRemoving.Event:Connect(function(PlayerUserId: string)
EquipmentProxy:OnPlayerRemoving(PlayerUserId)
end)
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return EquipmentProxy