139 lines
5.5 KiB
Lua
139 lines
5.5 KiB
Lua
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---@class WB_WeaponSelect_C:UUserWidget
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---@field Button_Custom UNewButton
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---@field Button_Select UNewButton
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---@field ScrollBox_Weapons UScrollBox
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---@field TextBlock_Time UTextBlock
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---@field UniformGridPanel_OtherParts UUniformGridPanel
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--Edit Below--
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local WB_WeaponSelect = {
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bInitDoOnce = false;
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CombinationType = 1;
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ShowTime = 0;
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SelectWeaponIndex = 1;
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OtherPartsItemColNum = 6;
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};
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function WB_WeaponSelect:Construct()
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UGCEventSystem.AddListener(EventEnum.PlayerWeaponCombinationUpdate, self.UpdateWeaponCombination, self)
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WidgetLibrary.BindButtonClicked(self.Button_Select, self.SelectWeapon, self)
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self:UpdateWeaponCombination()
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-- 判断是否可以修改配置
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if GlobalConfigs.GameSetting.CanCustomWeapon then
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WidgetLibrary.BindButtonClicked(self.Button_Custom, self.CustomWeaponComb, self)
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else
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self.Button_Custom:SetVisibility(ESlateVisibility.Collapsed)
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end
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end
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function WB_WeaponSelect:OnShowPanel()
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if self.SelectTimeHandle then
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UGCEventSystem.StopTimer(self.SelectTimeHandle)
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end
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self.ShowTime = GlobalConfigs.GameSetting.WeaponSelectTime
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self.TextBlock_Time:SetText(self.ShowTime)
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self.SelectTimeHandle = UGCEventSystem.SetTimerLoop(self, self.SelectTimeClock, 1)
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end
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function WB_WeaponSelect:SelectTimeClock()
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self.ShowTime = self.ShowTime - 1
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if self.ShowTime <= 0 then
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UGCEventSystem.StopTimer(self.SelectTimeHandle)
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self.SelectTimeHandle = nil
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WidgetManager:ClosePanel(WidgetConfig.EUIType.WeaponSelect)
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else
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self.TextBlock_Time:SetText(self.ShowTime)
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end
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end
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function WB_WeaponSelect:GetWeaponItemClass()
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if self.ItemClass == nil then
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self.ItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/Item/WB_WeaponSelectItem.WB_WeaponSelectItem_C'))
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end
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return self.ItemClass
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end
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function WB_WeaponSelect:GetOtherPartItemClass()
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if self.OtherItemClass == nil then
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self.OtherItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/Item/WB_OtherPartItem.WB_OtherPartItem_C'))
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end
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return self.OtherItemClass
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end
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function WB_WeaponSelect:UpdateWeaponCombination()
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local WeaponCombinationType = UGCGameSystem.GameState:GetPlayerWeaponCombination(UGCSystemLibrary.GetLocalPlayerKey())
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if WeaponCombinationType ~= self.WeaponCombinationType then
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self.WeaponCombinationType = WeaponCombinationType
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local WeaponCombinationInfo = WeaponSelectionCombinationConfig.WeaponCombinationList[WeaponCombinationType]
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for i = 1, self.ScrollBox_Weapons:GetChildrenCount() do
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local Item = self.ScrollBox_Weapons:GetChildAt(i - 1)
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Item:Init(WeaponCombinationType, i)
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end
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for i = self.ScrollBox_Weapons:GetChildrenCount() + 1, #WeaponCombinationInfo.Weapon do
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local Item = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetWeaponItemClass());
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if Item then
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self.ScrollBox_Weapons:AddChild(Item)
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Item:Init(WeaponCombinationType, i)
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Item:BindSelectCallBack(self.SelectWeaponItem, self)
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end
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end
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local PartsIndex = 0
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for i, ItemInfo in pairs(WeaponCombinationInfo.OtherParts) do
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PartsIndex = PartsIndex + 1
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local Item
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if self.UniformGridPanel_OtherParts:GetChildrenCount() < i then
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Item = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetOtherPartItemClass());
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self.UniformGridPanel_OtherParts:AddChild(Item)
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local TargetUniformGridSlot = WidgetLayoutLibrary.SlotAsUniformGridSlot(Item)
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-- 居中
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TargetUniformGridSlot:SetVerticalAlignment(EVerticalAlignment.VAlign_Center)
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TargetUniformGridSlot:SetHorizontalAlignment(EHorizontalAlignment.HAlign_Center)
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-- 设置索引
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TargetUniformGridSlot:SetColumn((i - 1) % self.OtherPartsItemColNum)
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TargetUniformGridSlot:SetRow((i - 1) // self.OtherPartsItemColNum)
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else
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Item = self.UniformGridPanel_OtherParts:GetChildAt(i - 1)
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Item:SetVisibility(ESlateVisibility.HitTestInvisible)
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end
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Item:SetItemID(ItemInfo.ItemID, ItemInfo.Count)
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end
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for i = PartsIndex, self.UniformGridPanel_OtherParts:GetChildrenCount() - 1 do
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local Item = self.UniformGridPanel_OtherParts:GetChildAt(i)
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Item:SetVisibility(ESlateVisibility.Collapsed)
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end
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self:SelectWeaponItem(1)
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end
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end
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function WB_WeaponSelect:SelectWeaponItem(InIndex)
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self.SelectWeaponIndex = InIndex
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for i = 1, self.ScrollBox_Weapons:GetChildrenCount() do
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local Item = self.ScrollBox_Weapons:GetChildAt(i - 1)
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Item:SetSelect(Item:GetCombinationIndex() == InIndex)
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end
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end
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function WB_WeaponSelect:SelectWeapon()
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UGCSendRPCSystem.ActorRPCNotify(nil, UGCGameSystem.GameState, "PlayerSelectWeaponIndex", UGCSystemLibrary.GetLocalPlayerKey(), self.SelectWeaponIndex)
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WidgetManager:ClosePanel(WidgetConfig.EUIType.WeaponSelect)
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end
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function WB_WeaponSelect:CustomWeaponComb()
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WidgetManager:ShowPanel(WidgetConfig.EUIType.CustomWeapon, false, self.SelectWeaponIndex)
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WidgetManager:ClosePanel(WidgetConfig.EUIType.WeaponSelect)
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end
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-- function WB_WeaponSelect:Tick(MyGeometry, InDeltaTime)
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-- end
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-- function WB_WeaponSelect:Destruct()
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-- end
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return WB_WeaponSelect;
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