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2025-01-04 23:00:19 +08:00
---@class WB_CustomWeapon_C:UUserWidget
---@field HorizontalBox_WeaponType UHorizontalBox
---@field NewButton_Close UNewButton
---@field NewButton_Reset UNewButton
---@field NewButton_Save UNewButton
---@field UniformGridPanel_SelectWeapon UUniformGridPanel
---@field VerticalBox_WeaponSocket UVerticalBox
--Edit Below--
local WB_CustomWeapon = {
bInitDoOnce = false;
WeaponComb = {}; -- {WeaponID1, WeaponID2
SelectSaveWeaponItemCol = 4;
WeaponSocketItems = {};
IsChange = false;
}
function WB_CustomWeapon:Construct()
if GlobalConfigs.GameSetting.CanCustomWeapon then
self:LuaInit()
end
end
function WB_CustomWeapon:LuaInit()
if self.bInitDoOnce then
return;
end
self.bInitDoOnce = true;
UGCLogSystem.Log("[WB_CustomWeapon_LuaInit]")
-- 按键初始化
WidgetLibrary.BindButtonClicked(self.NewButton_Reset, self.ResetWeaponComb, self)
WidgetLibrary.BindButtonClicked(self.NewButton_Save, self.SaveWeaponComb, self)
WidgetLibrary.BindButtonClicked(self.NewButton_Close, self.ClickClose, self)
local LocalPC = UGCSystemLibrary.GetLocalPlayerController()
-- 武器类型中最大可选择的的武器数量
local MaxSelectItemCount = 0
-- 加载剪影的table
local TableObjName = "/Game/CSV/BattleItem"
local TableObj = UGCSystemLibrary.LoadAsset(TableObjName, true)
local TableObjIsValid = UE.IsValid(TableObj)
-- 武器类型选择的Item在水平框中的对齐方式
local WeaponTypeSlateChildSize = UE.CreateStruct("SlateChildSize");
WeaponTypeSlateChildSize.SizeRule = ESlateSizeRule.Fill
for i, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do
-- 设置一下最大的选择武器Item数量
MaxSelectItemCount = math.max(MaxSelectItemCount, #v.WeaponIDs)
-- 加载图片
for _, WeaponID in pairs(v.WeaponIDs) do
-- 加载剪影
if TableObjIsValid then
local ImageIconPath = STExtraBlueprintFunctionLibrary.GetTableData_FName(TableObj, self.WeaponID, "ItemWhiteIcon_n")
UGCSystemLibrary.AsyncLoadAsset(ImageIconPath, nil, nil, true)
end
local ItemInfo = UGCItemSystem.GetItemData(WeaponID)
if ItemInfo then
UGCSystemLibrary.AsyncLoadAsset(ItemInfo.ItemBigIcon_n, nil, nil, true)
end
end
-- 初始化武器类型
local WeaponTypeItem = nil
if self.HorizontalBox_WeaponType:GetChildrenCount() < i then
WeaponTypeItem = UserWidget.NewWidgetObjectBP(LocalPC, self:GetWeaponTypeItemClass());
self.HorizontalBox_WeaponType:AddChild(WeaponTypeItem)
-- 设置对齐方式
local TargetHorizontalBoxSlot = WidgetLayoutLibrary.SlotAsHorizontalBoxSlot(WeaponTypeItem)
TargetHorizontalBoxSlot:SetSize(WeaponTypeSlateChildSize)
else
WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1)
end
WeaponTypeItem:SetIndex(i)
WeaponTypeItem:BindClickSelect(self.SelectWeaponType, self)
end
-- 初始化武器槽UI
for i = 1, self.VerticalBox_WeaponSocket:GetChildrenCount() do
local Item = self.VerticalBox_WeaponSocket:GetChildAt(i - 1)
self.WeaponSocketItems[i] = Item
Item:SetIndex(i)
Item:BindClickSelect(self.SelectWeaponSocket, self)
end
-- 初始化武器选择Item
for i = 1, MaxSelectItemCount do
local Item = nil;
if self.UniformGridPanel_SelectWeapon:GetChildrenCount() < i then
Item = UserWidget.NewWidgetObjectBP(LocalPC, self:GetSelectSaveWeaponItemClass());
self.UniformGridPanel_SelectWeapon:AddChild(Item)
local TargetUniformGridSlot = WidgetLayoutLibrary.SlotAsUniformGridSlot(Item)
-- 居中
TargetUniformGridSlot:SetVerticalAlignment(EVerticalAlignment.VAlign_Center)
TargetUniformGridSlot:SetHorizontalAlignment(EHorizontalAlignment.HAlign_Center)
-- 设置索引
TargetUniformGridSlot:SetColumn((i - 1) % self.SelectSaveWeaponItemCol)
TargetUniformGridSlot:SetRow((i - 1) // self.SelectSaveWeaponItemCol)
else
Item = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
Item:SetVisibility(ESlateVisibility.HitTestInvisible)
end
Item:SetIndex(i)
Item:BindClickSelect(self.ClickSelectSaveWeapon, self)
end
UGCLogSystem.Log("[WB_CustomWeapon_LuaInit] Finish")
end
function WB_CustomWeapon:OnShowPanel(ProgrammeIndex)
UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel]")
-- 设置配置索引
self:SetProgrammeIndex(ProgrammeIndex)
UGCLogSystem.Log("[WB_CustomWeapon_OnShowPanel] Finish")
end
function WB_CustomWeapon:GetSelectSaveWeaponItemClass()
if self.SelectSaveWeaponClass == nil then
self.SelectSaveWeaponClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/SaveCustomWeaponItem/WB_SelectSaveWeapon.WB_SelectSaveWeapon_C'))
end
return self.SelectSaveWeaponClass
end
function WB_CustomWeapon:GetWeaponTypeItemClass()
if self.WeaponTypeItemClass == nil then
self.WeaponTypeItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/SaveCustomWeaponItem/WB_WeaponType.WB_WeaponType_C'))
end
return self.WeaponTypeItemClass
end
--- 设置配置ID
function WB_CustomWeapon:SetProgrammeIndex(InProgrammeIndex)
self.ProgrammeIndex = InProgrammeIndex
local SavedWeaponComb = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.WeaponComb)
if SavedWeaponComb and SavedWeaponComb[self.ProgrammeIndex] then
self.WeaponComb = SavedWeaponComb[self.ProgrammeIndex]
else
local WeaponCombinationType = UGCGameSystem.GameState:GetPlayerWeaponCombination(UGCSystemLibrary.GetLocalPlayerKey())
local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[WeaponCombinationType].Weapon
if CombinationList and CombinationList[self.ProgrammeIndex] then
self.WeaponComb = CombinationList[self.ProgrammeIndex]
end
end
for i = #self.WeaponComb, 1, -1 do
self:SetSelectWeapon(i, self.WeaponComb[i], (i == 1))
end
end
--- 点击选择插槽
function WB_CustomWeapon:SelectWeaponSocket(Index)
if self.SelectWeaponSocketID ~= Index then
self.SelectWeaponSocketID = Index
local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID]
if WeaponSocketItem then
self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponSocketItem:GetWeaponID(), true)
end
end
end
--- 点击选择武器类型
function WB_CustomWeapon:SelectWeaponType(Index)
if self.WeaponTypeIndex ~= Index then
self.WeaponTypeIndex = Index
for i = 1, self.HorizontalBox_WeaponType:GetChildrenCount() do
local WeaponTypeItem = self.HorizontalBox_WeaponType:GetChildAt(i - 1)
WeaponTypeItem:SetSelect(i == self.WeaponTypeIndex)
end
local CustomWeaponInfo = WeaponSelectionCombinationConfig.PlayerCustomWeapon[self.WeaponTypeIndex]
local SocketWeaponID = -1
local WeaponSocketItem = self.WeaponSocketItems[self.SelectWeaponSocketID]
if WeaponSocketItem then
SocketWeaponID = WeaponSocketItem:GetWeaponID()
end
if CustomWeaponInfo then
for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do
local WeaponID = CustomWeaponInfo.WeaponIDs[i]
local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
if WeaponID then
WeaponItem:SetWeaponID(WeaponID)
WeaponItem:SetSelect(SocketWeaponID == WeaponID)
WeaponItem:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
WeaponItem:SetVisibility(ESlateVisibility.Collapsed)
end
end
end
end
end
--- 点击选择武器
function WB_CustomWeapon:ClickSelectSaveWeapon(Index)
self.IsChange = true
self:SelectSaveWeapon(Index)
end
function WB_CustomWeapon:SelectSaveWeapon(Index)
local WeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(Index - 1)
local WeaponID = WeaponItem:GetWeaponID()
for i = 1, self.UniformGridPanel_SelectWeapon:GetChildrenCount() do
local TempWeaponItem = self.UniformGridPanel_SelectWeapon:GetChildAt(i - 1)
TempWeaponItem:SetSelect(Index == i)
end
self:SetSelectWeapon(self.SelectWeaponSocketID, WeaponID, false)
end
--- 设置插槽内的武器
---@param SocketID uint 插槽的索引 只有1和2
---@param bUpdateSelectWeaponBar bool 是否更新武器选择栏
function WB_CustomWeapon:SetSelectWeapon(SocketID, WeaponID, bUpdateSelectWeaponBar)
if bUpdateSelectWeaponBar then
self.SelectWeaponSocketID = SocketID
for i, v in pairs(self.WeaponSocketItems) do
v:SetSelect(i == SocketID)
end
-- 获取武器ID类型和索引
local CustomWeaponTypeIndex = -1
local CustomWeaponIndex = -1;
for WeaponTypeIndex, v in pairs(WeaponSelectionCombinationConfig.PlayerCustomWeapon) do
-- 加载图片
for WeaponIndex, TempWeaponID in pairs(v.WeaponIDs) do
if TempWeaponID == WeaponID then
CustomWeaponIndex = WeaponIndex
CustomWeaponTypeIndex = WeaponTypeIndex
end
end
if CustomWeaponTypeIndex > 0 then
break
end
end
-- 更新选择栏
self:SelectWeaponType(CustomWeaponTypeIndex)
self:SelectSaveWeapon(CustomWeaponIndex)
else
local SocketItem = self.WeaponSocketItems[SocketID]
if SocketItem then
SocketItem:SetWeaponID(WeaponID)
end
end
end
--- 重置武器配置
function WB_CustomWeapon:ResetWeaponComb()
local WeaponCombinationType = UGCGameSystem.GameState:GetPlayerWeaponCombination(UGCSystemLibrary.GetLocalPlayerKey())
local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList[WeaponCombinationType].Weapon
if CombinationList and CombinationList[self.ProgrammeIndex] then
local Comb = CombinationList[self.ProgrammeIndex]
for i = #Comb, 1, -1 do
self:SetSelectWeapon(i, Comb[i], (i == 1))
end
end
end
function WB_CustomWeapon:SaveWeaponComb()
local WeaponComb = {}
for i, v in pairs(self.WeaponSocketItems) do
WeaponComb[i] = v:GetWeaponID()
end
UGCLogSystem.LogTree("[WB_CustomWeapon_SaveWeaponComb]WeaponComb:", WeaponComb)
-- 保存操作
UGCSendRPCSystem.ActorRPCNotify(nil, UGCGameSystem.GameState, "PlayerCustomWeapon", UGCSystemLibrary.GetLocalPlayerKey(), self.ProgrammeIndex, WeaponComb)
-- 关闭UI
self:CloseSelf()
end
function WB_CustomWeapon:ClickClose()
if self.IsChange then
local SecondaryConfirmationWidget = WidgetManager:GetPanel(WidgetConfig.EUIType.SecondaryConfirmation)
SecondaryConfirmationWidget:SetTextInfo("该配置还未保存,是否保存后关闭页面?", "关闭", "保存")
SecondaryConfirmationWidget:BindCancellationCallBack(self.CloseSelf, self)
SecondaryConfirmationWidget:BindConfirmCallBack(self.SaveWeaponComb, self)
WidgetManager:ShowPanel(WidgetConfig.EUIType.SecondaryConfirmation, false)
else
self:CloseSelf()
end
end
function WB_CustomWeapon:CloseSelf()
WidgetManager:ClosePanel(WidgetConfig.EUIType.CustomWeapon)
self.IsChange = false
end
-- function WB_CustomWeapon:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_CustomWeapon:Destruct()
-- end
return WB_CustomWeapon