429 lines
14 KiB
Lua
Raw Normal View History

2025-01-04 23:00:19 +08:00
UITool = UITool or {}
if not UE_SERVER then
--- 设置
---@param widget UUserWidget
---@param offset float
function UITool.SetWidgetToRightBorder(widget, offset)
if not widget then
return
end
local slot = WidgetLayoutLibrary.SlotAsCanvasSlot(widget)
slot:SetAnchors({ Minimum = { X = 1, Y = 0 }, Maximum = { X = 1, Y = 0 } })
slot:SetAlignment({ X = 1, Y = 0 })
local offsets = slot:GetOffsets()
slot:SetOffsets({ Left = offset, Right = offsets.Right, Bottom = offsets.Bottom, Top = offsets.Top })
end
--- 为防止被清除做出的全局处理
function UITool.BindButtonClicked(TargetButton, Func, Obj)
TargetButton.OnClicked:Add(Func, Obj)
end
--- 直接绑定按键点击打开WidgetManager的页面
function UITool.ButtonOnClickShowPanel(TargetButton, UIType)
TargetButton.OnClicked:Add(function()
if WidgetManager:IsVisiblePanel(UIType) then
WidgetManager:ClosePanel(UIType);
else
WidgetManager:ShowPanel(UIType, false);
end
end)
end
---@param InVec table<int32, float> 这是一个3-4个元素的数组
function UITool.MakeSlateColor(InVec)
return { SpecifiedColor = VectorHelper.ArrToColor(InVec), ColorUseRule = 0 }
end
--- 绑定UI文本
function UITool.TextBlockBindingPropertyText(TargetTextBlock, Func, Obj)
TargetTextBlock:BindingProperty("Text", Func, Obj)
end
function UITool.TextBlockBindingProperty(TargetWidget, PropertyName, Func, Obj)
TargetWidget:BindingProperty(PropertyName, Func, Obj)
end
function UITool.SetBrushFromTexture(InImage, InIcon)
InImage:SetBrushFromTexture(InIcon);
end
UITool.CachedImage = {};
---@field IsSucceedFun fun(Texture:UTexture2DDynamic)
---@field FailedFun fun()
function UITool.DownloadImage(ImageURL, IsSucceedFun, FailedFun)
if ImageURL == nil or string.len(ImageURL) == 0 then return ; end
if UITool.CachedImage[ImageURL] then
IsSucceedFun(UITool.CachedImage[ImageURL]);
return ;
end
local Func = function(Texture)
UITool.CachedImage[ImageURL] = Texture;
IsSucceedFun(Texture);
end
local ResHandle = AsyncTaskDownloadImage.DownloadImage(ImageURL)
ResHandle.OnSuccess:Add(Func)
if FailedFun ~= nil and type(FailedFun) == 'function' then
ResHandle.OnFail:Add(FailedFun);
end
end
--- 异步加载图片成功后设置到UIImageObj若该UIImageObj重复加载则会判断设置时间决定是否设置
---@param UIImageObj UImage
---@param ResPath string
function UITool.AsyncLoadTextureToUIImage(UIImageObj, ResPath)
if UITool.ImageObjUpdateTime == nil then
-- {Obj = float, ...}
UITool.ImageObjUpdateTime = {}
end
local BeginLoadTime = KismetSystemLibrary.GetGameTimeInSeconds(UGCGameSystem.GameState)
local CallBackFunc = function(TextureObj)
if UE.IsValid(TextureObj) then
if UITool.ImageObjUpdateTime[UIImageObj] == nil
or UITool.ImageObjUpdateTime[UIImageObj] < BeginLoadTime
then
UITool.ImageObjUpdateTime[UIImageObj] = BeginLoadTime
UIImageObj:SetBrushFromTexture(TextureObj);
end
end
end
FileTool.AsyncLoadAsset(ResPath, CallBackFunc, nil, true)
end
function UITool.ButtonOnClickShowPanel(TargetButton, UIType, IsShow)
TargetButton.OnClicked:Add(function()
if IsShow then
WidgetManager:ShowPanel(UIType, false)
else
WidgetManager:ClosePanel(UIType)
end
end)
end
--- 添加一个 继承自 PanelWidget 的控件的子类
---@param InBox UPanelWidget
---@param InClas UClass*
---@param InOwner UObject*
---@return UUserWidget*
function UITool.AddWidgetItem(InBox, InClas, InOwner)
if InOwner == nil then
InOwner = UGCGameSystem.GameState
end
local Item = UserWidget.NewWidgetObjectBP(InOwner, InClas);
InBox:AddChild(Item);
return Item;
end
-- PanelWidget 中从后面逐个隐藏 Item 的操作
function UITool.HideWidgetItem(InBox, InCount)
if InBox == nil then
return ;
end
local Count = InBox:GetChildrenCount();
if InCount == nil or InCount > Count then
InCount = Count;
end
-- 从后往前逐个隐藏
for i = 1, InCount do
local Item = InBox:GetChildAt(Count - i);
Item:SetVisibility(ESlateVisibility.Collapsed);
end
end
function UITool.SliderOnValueChanged(Slider, Func, Obj)
Slider.OnValueChanged:Add(Func, Obj)
end
UITool.ClearSpectateButtonTimer = nil;
-- 将观战页面退出按钮进行隐藏(否则点击到了直接退出就麻烦了)
function UITool.HideSpectate(InPC)
if not UE.IsValid(InPC) then
return ;
end
self.ClearSpectateButtonTimer = UGCEventSystem.SetTimerLoop(InPC, function()
InPC:CastUIMsg("UIMsg_HideQuitWatch", "");
UGCEventSystem.SetTimer(InPC, function()
if UE.IsValid(self.ClearSpectateButtonTimer) then
UGCEventSystem.StopTimer(self.ClearSpectateButtonTimer);
end
end, 10)
end, 0.3)
end
--- 在滚动视图中的按钮可以被 handle 的方法
function UITool.EnableButtonScroll(InButton)
InButton:SetTouchMethod(EButtonTouchMethod.PreciseTap)
end
function UITool.ButtonSetEnable(InButton, IsEnable)
InButton:SetIsEnabled(IsEnable);
end
---@param Button UButton
function UITool.BindButtonToShare(Button)
Button.OnClicked:Add(function()
UGCWidgetManagerSystem.Share();
end);
end
--- 绑定按钮到添加朋友
---@param Button UNewButton
---@param InPlayerKey PlayerKey
function UITool.BindButtonAddFriend(Button, InPlayerKey)
if LocalPlayerKey ~= InPlayerKey then
local UID = UE.GetPlayerUID(InPlayerKey)
if UID then
UITool.BindButtonClicked(Button, function()
UGCGameSystem.AddFriend(UID);
end)
end
Button:SetVisibility(ESlateVisibility.Visible);
else
Button:SetVisibility(ESlateVisibility.Hidden);
end
end
function UITool.GetChildrenCount(InBox)
return InBox:GetChildrenCount();
end
function UITool.GetChildAt(InBox, InIndex)
return InBox:GetChildAt(InIndex);
end
--- 遍历所有子项
---@param InBox UPanelWidget
---@param InFunc fun(index: int32, Widget: UUserWidget)
function UITool.ForeachAllChildren(InBox, InFunc)
if type(InFunc) ~= 'function' then return ; end
for i = 1, InBox:GetChildrenCount() do
local Item = InBox:GetChildAt(i - 1);
InFunc(i, Item);
end
end
---@param InBox UPanelWidget
---@param InFunc fun(Widget: UUserWidget): boolean
---@return UUserWidget
function UITool.FindItem(InBox, InFunc)
for i = 1, InBox:GetChildrenCount() do
local Item = InBox:GetChildAt(i - 1);
if InFunc(Item) then return Item; end
end
return nil;
end
---@return MainControlBaseUI_C
function UITool.MainControlPanel()
---@type MainControlPanelTochButton_C
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
---@type MainControlBaseUI_C
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
return MainControlPanel;
end
---@return MainControlPanelTochButton_C
function UITool.MainControlBaseUI()
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
return MainControlPanel.MainControlBaseUI;
end
--- 隐藏所有子项
---@param InBox UPanelWidget
function UITool.HideAllChildren(InBox)
UITool.ForeachAllChildren(InBox, function(index, Widget)
Widget:SetVisibility(ESlateVisibility.Collapsed);
end)
end
function UITool.SetItemInfo(InBox, FuncName, Info)
UITool.ForeachAllChildren(InBox, function(index, Widget)
if Info[index] then
table.func(Widget, FuncName, index, Info[index]);
Widget:SetVisibility(ESlateVisibility.SelfHitTestInvisible);
else
Widget:SetVisibility(ESlateVisibility.Collapsed);
end
end)
end
--- 自动适配数量
---@param InBox UPanelWidget
---@param InCount int32
---@param InClass UClass
---@param Func fun(Widget:UUserWidget, Index:int32)
function UITool.AdaptChildren(InBox, InCount, InClass, Func, ...)
local Count = UITool.GetChildrenCount(InBox)
local TargetCount = InCount - Count;
if TargetCount == 0 then
elseif TargetCount < 0 then
-- 说明当前多了
for i = Count, InCount + 1, -1 do
local Item = InBox:GetChildAt(i - 1);
Item:SetVisibility(ESlateVisibility.Collapsed);
end
else
for i = Count + 1, InCount, 1 do
UITool.AddWidgetItem(InBox, InClass, InBox);
end
end
local Params = { ... };
UITool.ForeachAllChildren(InBox, function(index, Widget)
if Func and type(Func) == 'function' then Func(Widget, index, table.unpackTable(Params)); end
end)
end
--- 隐藏起来观战退出按钮,直接调用即可
function UITool.HideReturnToLobbyButton()
UGCLogSystem.Log("[WidgetManager.HideReturnToLobbyButton] 执行")
local InGameMgr = GameFrontendHUD:GetLogicManagerByName("ingame");
local WatchGameUIObj_InGameMgr = GameBusinessManager.GetWidgetFromName(InGameMgr, "WatchGame_UIBP_C");
if WatchGameUIObj_InGameMgr then
WatchGameUIObj_InGameMgr.Button_BackToLobby:SetVisibility(ESlateVisibility.Collapsed);
end
local BattleResultMgr = GameFrontendHUD:GetLogicManagerByName("bp_battleresult");
local ObserveMgr = GameFrontendHUD:GetLogicManagerByName("observe");
local ObserveMgrInst = GameBusinessManager.GetLuaObject(ObserveMgr);
UGCLogSystem.Log("[WidgetManager.HideReturnToLobbyButton] ObserveMgrInst = %s", tostring(ObserveMgrInst))
local WatchGameUI = GetUIObject(bp_battleresult, "WatchGame_UIBP_C");
if WatchGameUI then
UGCLogSystem.Log("[WidgetManager.HideReturnToLobbyButton] 隐藏起来")
WatchGameUI.Button_BackToLobby:SetVisibility(ESlateVisibility.Collapsed);
WatchGameUI.GridPanel_1:SetVisibility(ESlateVisibility.Hidden);
end
local WatchGame_UIBPG = UGCWidgetManagerSystem.GetGlobalOBUI();
if WatchGame_UIBPG then
WatchGame_UIBPG.Button_BackToLobby:SetVisibility(ESlateVisibility.Collapsed);
end
for k, v in pairs(GameFrontendHUD.LogicManagerList) do
local UI = GameBusinessManager.GetWidgetFromName(v, "WatchGame_UIBP");
if UI ~= nil then
UGCLogSystem.Log("[Watch] WatchGame_UIBP in Manager ====== :%s", UE.GetName(v));
end
end
local GameBusinessManagerInst = GameBusinessManager.GetLuaObject(BattleResultMgr);
UGCLogSystem.Log("[Watch] GameBusinessManagerInst ====%s", tostring(GameBusinessManagerInst));
if GameBusinessManagerInst then
UGCLogSystem.LogTree("[Watch] GameBusinessManagerInst", GameBusinessManagerInst);
end
end
function UITool.HidePickUpPanel()
---@type MainControlPanelTochButton_C
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
---@type MainControlBaseUI_C
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
local BackPackPickUpPanel = MainControlBaseUI.BackPackPickUpPanel_BP_0
local PickUpListPanel = BackPackPickUpPanel.PickUpListPanel_BP
local CustomizePickUpPanel_BP = PickUpListPanel.CustomizePickUpPanel_BP;
local Canvas_PickUp = CustomizePickUpPanel_BP.Canvas_PickUp
UGCLogSystem.Log("[UITool.HidePickUpPanel] 执行")
Canvas_PickUp:SetVisibility(ESlateVisibility.Hidden);
end
---@param Fmt string
function UITool.ShowTips(Fmt, ...)
UGCWidgetManagerSystem.ShowTipsUI(string.format(Fmt, ...));
end
function UITool.ShowTips1(ShowTime, Color, fmt, ...)
WidgetManager:ShowPanel(WidgetConfig.EUIType.Tips1, false, ShowTime, Color, fmt, ...);
end
function UITool.CreateWidget(Class, InOwner)
if InOwner == nil then
InOwner = UGCGameSystem.GameState
end
local Item = UserWidget.NewWidgetObjectBP(InOwner, Class);
return Item;
end
---@param ui UWidget
---@param show bool
function UITool.ShowUI(show, ...)
local Params = { ... }
if table.isEmpty(Params) then return end
for i, ui in pairs(Params) do
ui:SetVisibility(show and ESlateVisibility.SelfHitTestInvisible or ESlateVisibility.Collapsed);
end
end
--- 显示距离游戏结束还有多长时间
function UITool.ShowGameEndCountDown(fmt, ...)
---@type MainControlPanelTochButton_C
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
MainControlBaseUI.CanvasPanel_TimeDown:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
MainControlBaseUI.TextBlock_TimeDown:SetText(string.format(fmt, ...));
UGCEventSystem.SetTimer(UGCGameSystem.GameState, function()
MainControlBaseUI.CanvasPanel_TimeDown:SetVisibility(ESlateVisibility.Collapsed)
end, 2.5);
end
---@param Widget UWidget
---@return FVector2D
function UITool.GetChildWidgetSize(Widget)
local WidgetGeo = Widget:GetCachedGeometry();
return SlateBlueprintLibrary.GetLocalSize(WidgetGeo);
end
---@param Widget UWidget 子控件
---@param Parent UUserWidget 父控件
---@return FVector2D
function UITool.GetChildLeftUpPos(Widget, Parent)
UGCLogSystem.Log("[UITool.GetChildLeftUpPos] 执行")
local WidgetGeo = Widget:GetCachedGeometry();
local ParentGeo = Parent:GetCachedGeometry();
local WidgetAbsoPos = SlateBlueprintLibrary.GetAbsolutePosition(WidgetGeo);
--return WidgetAbsoPos;
return SlateBlueprintLibrary.AbsoluteToLocal(ParentGeo, WidgetAbsoPos);
end
--- 获取中心点坐标
---@param Widget UWidget 子控件
---@param Parent UUserWidget 父控件
---@return FVector2D
function UITool.GetChildCenterPos(Widget, Parent)
local WidgetGeo = Widget:GetCachedGeometry();
local ParentGeo = Parent:GetCachedGeometry();
local WidgetSize = UITool.GetChildWidgetSize(Widget)
local WidgetAbsoPos = SlateBlueprintLibrary.GetAbsolutePosition(WidgetGeo);
return VectorHelper.Add2D(SlateBlueprintLibrary.AbsoluteToLocal(Parent, WidgetAbsoPos), VectorHelper.MulNumber(WidgetSize, 0.5));
end
--- 切换是否显示
---@param InWidget UWidget
function UITool.TurnVisible(InWidget)
if InWidget:IsVisible() then
InWidget:SetVisibility(ESlateVisibility.Collapsed);
else
InWidget:SetVisibility(ESlateVisibility.SelfHitTestInvisible);
end
end
---@return MainControlPanelTochButton_C
function UITool.GetMainControlPanel()
return GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
end
function UITool.OpenSettings()
local MainControlPanel = UITool.GetMainControlPanel();
for i = 1, 2 do
MainControlPanel.MainControlBaseUI:OpenSettingPanel();
end
end
end