291 lines
12 KiB
Lua
291 lines
12 KiB
Lua
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---@class WB_CustomWeapon_C:UUserWidget
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---@field HorizontalBox_WeaponType UHorizontalBox
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---@field NewButton_Close UNewButton
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---@field NewButton_Reset UNewButton
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---@field NewButton_Save UNewButton
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---@field UniformGridPanel_SelectWeapon UUniformGridPanel
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---@field VerticalBox_WeaponSocket UVerticalBox
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--Edit Below--
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local WB_CustomWeapon = {
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bInitDoOnce = false;
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WeaponComb = {}; -- {WeaponID1, WeaponID2
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SelectSaveWeaponItemCol = 4;
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WeaponSocketItems = {};
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IsChange = false;
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}
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function WB_CustomWeapon:Construct()
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if GlobalConfigs.GameSetting.CanCustomWeapon then
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self:LuaInit()
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end
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end
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function WB_CustomWeapon:LuaInit()
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if self.bInitDoOnce then
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return;
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end
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self.bInitDoOnce = true;
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UGCLogSystem.Log("[WB_CustomWeapon_LuaInit]")
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-- 按键初始化
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WidgetLibrary.BindButtonClicked(self.NewButton_Reset, self.ResetWeaponComb, self)
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WidgetLibrary.BindButtonClicked(self.NewButton_Save, self.SaveWeaponComb, self)
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WidgetLibrary.BindButtonClicked(self.NewButton_Close, self.ClickClose, self)
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local LocalPC = UGCSystemLibrary.GetLocalPlayerController()
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-- 武器类型中最大可选择的的武器数量
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local MaxSelectItemCount = 0
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-- 加载剪影的table
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local TableObjName = "/Game/CSV/BattleItem"
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local TableObj = UGCSystemLibrary.LoadAsset(TableObjName, true)
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local TableObjIsValid = UE.IsValid(TableObj)
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-- 武器类型选择的Item在水平框中的对齐方式
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local WeaponTypeSlateChildSize = UE.CreateStruct("SlateChildSize");
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WeaponTypeSlateChildSize.SizeRule = ESlateSizeRule.Fill
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for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do
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-- 设置一下最大的选择武器Item数量
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MaxSelectItemCount = math.max(MaxSelectItemCount, #v.WeaponIDs)
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-- 加载图片
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for _, WeaponID in pairs(v.WeaponIDs) do
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-- 加载剪影
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if TableObjIsValid then
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local ImageIconPath = STExtraBlueprintFunctionLibrary.GetTableData_FName(TableObj, self.WeaponID, "ItemWhiteIcon_n")
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UGCSystemLibrary.AsyncLoadAsset(ImageIconPath, nil, nil, true)
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end
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local ItemInfo = UGCItemSystem.GetItemData(WeaponID)
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if ItemInfo then
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UGCSystemLibrary.AsyncLoadAsset(ItemInfo.ItemBigIcon_n, nil, nil, true)
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end
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end
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-- 初始化武器类型
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local WeaponTypeItem = nil
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if self.HorizontalBox_WeaponType:GetChildrenCount() < i then
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WeaponTypeItem = UserWidget.NewWidgetObjectBP(LocalPC, self:GetWeaponTypeItemClass());
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self.HorizontalBox_WeaponType:AddChild(WeaponTypeItem)
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-- 设置对齐方式
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local TargetHorizontalBoxSlot = WidgetLayoutLibrary.SlotAsHorizontalBoxSlot(WeaponTypeItem)
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TargetHorizontalBoxSlot:SetSize(WeaponTypeSlateChildSize)
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else
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WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1)
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end
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WeaponTypeItem:SetIndex(i)
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WeaponTypeItem:BindClickSelect(self.SelectWeaponType, self)
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end
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-- 初始化武器槽UI
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for i = 1, self.VerticalBox_WeaponSocket:GetChildrenCount() do
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local Item = self.VerticalBox_WeaponSocket:GetChildAt(i - 1)
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self.WeaponSocketItems[i] = Item
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Item:SetIndex(i)
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Item:BindClickSelect(self.SelectWeaponSocket, self)
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end
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-- 初始化武器选择Item
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for i = 1, MaxSelectItemCount do
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local Item = nil;
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if self.UniformGridPanel_SelectWeapon:GetChildrenCount() < i then
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Item = UserWidget.NewWidgetObjectBP(LocalPC, self:GetSelectSaveWeaponItemClass());
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self.UniformGridPanel_SelectWeapon: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.SelectSaveWeaponItemCol)
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TargetUniformGridSlot:SetRow((i - 1) // self.SelectSaveWeaponItemCol)
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else
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Item = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
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Item:SetVisibility(ESlateVisibility.HitTestInvisible)
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end
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Item:SetIndex(i)
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Item:BindClickSelect(self.ClickSelectSaveWeapon, self)
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end
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UGCLogSystem.Log("[WB_CustomWeapon_LuaInit] Finish")
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end
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function WB_CustomWeapon:OnShowPanel(ProgrammeIndex)
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UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel]")
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-- 设置配置索引
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self:SetProgrammeIndex(ProgrammeIndex)
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UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel] Finish")
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end
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function WB_CustomWeapon:GetSelectSaveWeaponItemClass()
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if self.SelectSaveWeaponClass == nil then
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self.SelectSaveWeaponClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/SaveCustomWeaponItem/WB_SelectSaveWeapon.WB_SelectSaveWeapon_C'))
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end
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return self.SelectSaveWeaponClass
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end
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function WB_CustomWeapon:GetWeaponTypeItemClass()
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if self.WeaponTypeItemClass == nil then
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self.WeaponTypeItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/SaveCustomWeaponItem/WB_WeaponType.WB_WeaponType_C'))
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end
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return self.WeaponTypeItemClass
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end
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--- 设置配置ID
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function WB_CustomWeapon:SetProgrammeIndex(InProgrammeIndex)
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self.ProgrammeIndex = InProgrammeIndex
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local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.WeaponComb)
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if SavedWeaponComb and SavedWeaponComb[self.ProgrammeIndex] then
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self.WeaponComb = SavedWeaponComb[self.ProgrammeIndex]
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else
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local WeaponCombinationType = UGCGameSystem.GameState:GetPlayerWeaponCombination(UGCSystemLibrary.GetLocalPlayerKey())
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local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[WeaponCombinationType].Weapon
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if CombinationList and CombinationList[self.ProgrammeIndex] then
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self.WeaponComb = CombinationList[self.ProgrammeIndex]
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end
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end
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for i = #self.WeaponComb, 1, -1 do
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self:SetSelectWeapon(i, self.WeaponComb[i], (i == 1))
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end
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end
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--- 点击选择插槽
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function WB_CustomWeapon:SelectWeaponSocket(Index)
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if self.SelectWeaponSocketID ~= Index then
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self.SelectWeaponSocketID = Index
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local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID]
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if WeaponSocketItem then
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self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponSocketItem:GetWeaponID(), true)
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end
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end
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end
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--- 点击选择武器类型
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function WB_CustomWeapon:SelectWeaponType(Index)
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if self.WeaponTypeIndex ~= Index then
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self.WeaponTypeIndex = Index
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for i = 1, self.HorizontalBox_WeaponType:GetChildrenCount() do
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local WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1)
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WeaponTypeItem:SetSelect(i == self.WeaponTypeIndex)
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end
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local CustomWeaponInfo = WeaponSelectionCombinationConfig.PlayerCustomWeapon[self.WeaponTypeIndex]
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local SocketWeaponID = -1
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local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID]
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if WeaponSocketItem then
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SocketWeaponID = WeaponSocketItem:GetWeaponID()
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end
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if CustomWeaponInfo then
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for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do
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local WeaponID = CustomWeaponInfo.WeaponIDs[i]
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local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
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if WeaponID then
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WeaponItem:SetWeaponID(WeaponID)
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WeaponItem:SetSelect(SocketWeaponID == WeaponID)
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WeaponItem:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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else
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WeaponItem:SetVisibility(ESlateVisibility.Collapsed)
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end
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end
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end
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end
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end
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--- 点击选择武器
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function WB_CustomWeapon:ClickSelectSaveWeapon(Index)
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self.IsChange = true
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self:SelectSaveWeapon(Index)
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end
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function WB_CustomWeapon:SelectSaveWeapon(Index)
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local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(Index - 1)
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local WeaponID = WeaponItem:GetWeaponID()
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for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do
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local TempWeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
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TempWeaponItem:SetSelect(Index == i)
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end
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self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponID, false)
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end
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--- 设置插槽内的武器
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---@param SocketID uint 插槽的索引 只有1和2
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---@param bUpdateSelectWeaponBar bool 是否更新武器选择栏
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function WB_CustomWeapon:SetSelectWeapon(SocketID, WeaponID, bUpdateSelectWeaponBar)
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if bUpdateSelectWeaponBar then
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self.SelectWeaponSocketID = SocketID
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for i, v in pairs(self.WeaponSocketItems) do
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v:SetSelect(i == SocketID)
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end
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-- 获取武器ID类型和索引
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local CustomWeaponTypeIndex = -1
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local CustomWeaponIndex = -1;
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for WeaponTypeIndex, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do
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-- 加载图片
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for WeaponIndex, TempWeaponID in pairs(v.WeaponIDs) do
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if TempWeaponID == WeaponID then
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CustomWeaponIndex = WeaponIndex
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CustomWeaponTypeIndex = WeaponTypeIndex
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end
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end
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if CustomWeaponTypeIndex > 0 then
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break
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end
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end
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-- 更新选择栏
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self:SelectWeaponType(CustomWeaponTypeIndex)
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self:SelectSaveWeapon(CustomWeaponIndex)
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else
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local SocketItem = self.WeaponSocketItems[SocketID]
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if SocketItem then
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SocketItem:SetWeaponID(WeaponID)
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end
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end
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end
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--- 重置武器配置
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function WB_CustomWeapon:ResetWeaponComb()
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local WeaponCombinationType = UGCGameSystem.GameState:GetPlayerWeaponCombination(UGCSystemLibrary.GetLocalPlayerKey())
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local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[WeaponCombinationType].Weapon
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if CombinationList and CombinationList[self.ProgrammeIndex] then
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local Comb = CombinationList[self.ProgrammeIndex]
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for i = #Comb, 1, -1 do
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self:SetSelectWeapon(i, Comb[i], (i == 1))
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end
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end
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end
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function WB_CustomWeapon:SaveWeaponComb()
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local WeaponComb = {}
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for i, v in pairs(self.WeaponSocketItems) do
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WeaponComb[i] = v:GetWeaponID()
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end
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UGCLogSystem.LogTree("[WB_CustomWeapon_SaveWeaponComb]WeaponComb:", WeaponComb)
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-- 保存操作
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UGCSendRPCSystem.ActorRPCNotify(nil, UGCGameSystem.GameState, "PlayerCustomWeapon", UGCSystemLibrary.GetLocalPlayerKey(), self.ProgrammeIndex, WeaponComb)
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-- 关闭UI
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self:CloseSelf()
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end
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function WB_CustomWeapon:ClickClose()
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if self.IsChange then
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local SecondaryConfirmationWidget = WidgetManager:GetPanel(WidgetConfig.EUIType.SecondaryConfirmation)
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SecondaryConfirmationWidget:SetTextInfo("该配置还未保存,是否保存后关闭页面?", "关闭", "保存")
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SecondaryConfirmationWidget:BindCancellationCallBack(self.CloseSelf, self)
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SecondaryConfirmationWidget:BindConfirmCallBack(self.SaveWeaponComb, self)
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WidgetManager:ShowPanel(WidgetConfig.EUIType.SecondaryConfirmation, false)
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else
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self:CloseSelf()
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end
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end
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function WB_CustomWeapon:CloseSelf()
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WidgetManager:ClosePanel(WidgetConfig.EUIType.CustomWeapon)
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self.IsChange = false
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end
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-- function WB_CustomWeapon:Tick(MyGeometry, InDeltaTime)
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-- end
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-- function WB_CustomWeapon:Destruct()
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-- end
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return WB_CustomWeapon
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