71 lines
2.3 KiB
Lua
71 lines
2.3 KiB
Lua
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---@class WB_WeaponProficiencyTop_C:UUserWidget
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---@field Image_CD UImage
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---@field Image_Weapon UImage
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---@field TextBlock_AllDamage UTextBlock
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---@field TextBlock_Proficiency UTextBlock
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---@field TextBlock_WeaponName UTextBlock
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---@field WidgetSwitcher_IsFullProficiency UWidgetSwitcher
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--Edit Below--
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local WB_WeaponProficiencyTop = { bInitDoOnce = false }
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--[==[ Construct
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function WB_WeaponProficiencyTop:Construct()
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end
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-- Construct ]==]
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-- function WB_WeaponProficiencyTop:Tick(MyGeometry, InDeltaTime)
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-- end
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-- function WB_WeaponProficiencyTop:Destruct()
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-- end
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function WB_WeaponProficiencyTop:SetWeaponID(InWeaponID)
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self.WeaponID = InWeaponID
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if UGCItemSystem.IsUGCItem(self.WeaponID) then
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local Info = UGCItemSystem.GetItemData(self.WeaponID);
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local ItemName = Info.ItemName;
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if WeaponTable[self.WeaponID] then
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local TypeNew = WeaponTable[self.WeaponID].TypeNew
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if TypeNew then
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if type(WeaponTypePost[TypeNew]) == 'string' then
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ItemName = string.gsub(Info.ItemName, WeaponTypePost[TypeNew], "")
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elseif type(WeaponTypePost[TypeNew]) == 'table' then
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for i, v in pairs(WeaponTypePost[TypeNew]) do
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ItemName = string.gsub(Info.ItemName, v, "")
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end
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end
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end
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end
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self.TextBlock_WeaponName:SetText(ItemName);
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UE.AsyncLoadObject_Cached(Info.ItemBigIcon_n, function(ImageIcon)
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if UE.IsValid(ImageIcon) then
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self.Image_Weapon:SetBrushFromTexture(ImageIcon, false)
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end
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end)
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end
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end
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function WB_WeaponProficiencyTop:SetWeaponProficiencyInfo(WeaponProficiencyInfo)
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local Proficiency, IsFull = WeaponProficiencyCalculation(WeaponProficiencyInfo)
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self:SetProficiency(Proficiency, IsFull)
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local AllDamage = WeaponProficiencyInfo[EWeaponProficiencyType.AllDamage]
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self.TextBlock_AllDamage:SetText(tostring(math.floor(AllDamage)))
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end
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function WB_WeaponProficiencyTop:SetProficiency(InProficiency, IsFull)
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if IsFull then
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self.WidgetSwitcher_IsFullProficiency:SetActiveWidgetIndex(1)
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else
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self.WidgetSwitcher_IsFullProficiency:SetActiveWidgetIndex(0)
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self.TextBlock_Proficiency:SetText(tostring(InProficiency))
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local Material = self.Image_CD:GetDynamicMaterial();
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local Percent = InProficiency / 100
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Material:SetScalarParameterValue("Mask_Percent", Percent);
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end
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end
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return WB_WeaponProficiencyTop
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