UGCProjects/GZJ/Script/UI/ChildWidgets/WBP_GenerateItem.lua

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Lua
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2025-01-08 22:46:12 +08:00
---@class WBP_GenerateItem_C:UUserWidget
---@field CanvasPanel_Main UCanvasPanel
---@field ItemIconAndBG UWBP_WeaponItemFitting_C
---@field TextBlock_ItemCount UTextBlock
---@field TextBlock_ItemType UTextBlock
---@field TextBlock_Quality UTextBlock
--Edit Below--
local WBP_GenerateItem = {
bInitDoOnce = false;
DragDropClass = nil,
--拖拽显示的类
DragVisualClass = nil,
ItemId = 0,
VisualWidget = nil,
GenerateDragTimerHandler = nil,
};
function WBP_GenerateItem:Construct()
-- 设置数据
self.DragDropClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/BP_FittingDragDropData.BP_FittingDragDropData_C'))
self.DragVisualClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_DragItemVisual.WBP_DragItemVisual_C'))
end
function WBP_GenerateItem:SetGenerateData(InItemId)
self.ItemId = InItemId
print(string.format("开始设置数据Id%d", InItemId))
if GameDataManager then
local Val = GameDataManager.GetItemInfoByItemID(InItemId)
self.ItemIconAndBG:SetItemIcon(Val.Icon)
self.ItemIconAndBG:SetItemBGColor(GetItemQualityLevel(InItemId))
self.TextBlock_ItemCount:SetText('1')
local TextVal
if InItemId > 20000 then
TextVal = DropItemMap.SkillItemMap[InItemId].SkillName
else
local val = GetItemWeaponTypeByItemId(InItemId)
TextVal = Tables.WeaponClassTypeDesc[val][1]
end
self.TextBlock_ItemType:SetText(TextVal)
-- 设置质量
local Quality = Tables.QualityInfo[GetItemQualityLevel(InItemId)][1]
self.TextBlock_Quality:SetText(string.format("%s", Quality))
-- 根据品质设置颜色
self.CanvasPanel_Main:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
print("[WBP_FittingItem:SetItemData] 当前 GameDataManager 没有值,请检查一下是否有保存")
end
end
-- function WBP_GenerateItem:Tick(MyGeometry, InDeltaTime)
-- end
-- function WBP_GenerateItem:Destruct()
-- end
function WBP_GenerateItem:OnMouseButtonDown(MyGeometry, PointerEvent)
--当点击的时候
local ret = self.SuperClass:OnMouseButtonDown(MyGeometry, PointerEvent)
print(string.format('[WBP_GenerateItem:OnMouseButtonDown] 识别到鼠标按下'))
local GameState = UGCGameSystem.GameState
if UE.IsValid(self.DragVisualClass) and UE.IsValid(GameState) then
self.VisualWidget = UserWidget.NewWidgetObjectBP(GameState, self.DragVisualClass)
local that = self
self.GenerateDragTimerHandler = EventSystem.SetTimerLoop(self, function()
if that.VisualWidget.bHasInit then
EventSystem.StopTimer(that.GenerateDragTimerHandler)
local ItemData = {
ItemID = that.ItemId,
ItemCount = 1
}
that.VisualWidget:SetVisualItemData(ItemData, that.ItemIconAndBG:GetItemIcon())
end
end, 0.05)
end
print(string.format('[WBP_GenerateItem:OnMouseButtonDown] 开始进行拖拽'))
WidgetBlueprintLibrary.DetectDragIfPressed(PointerEvent, self, "LeftMouseButton")
return ret
end
function WBP_GenerateItem:OnMouseButtonUp(MyGeometry, InTouchEvent)
print('[WBP_GenerateItem:OnMouseButtonUp] 检测到鼠标抬起')
-- 移除即可
UIManager.AllPanel[EUIType.Backpack].WBP_GenerateInfo:RemoveItem(self.ItemId)
return self.SuperClass:OnMouseButtonUp(MyGeometry, InTouchEvent)
end
function WBP_GenerateItem:OnDragDetected(MyGeometry, PointerEvent, Operation)
print(string.format('[WBP_GenerateItem:OnDragDetected] 鼠标开始拖拽,开始进行赋值操作'))
Operation = UE.NewObject(nil, self.DragDropClass)
local ItemData = {
ItemID = self.ItemId,
ItemCount = 1
}
Operation:SetOperationData(ItemData, EItemDropType.CancelGenerate)
Operation:SetOperationData(self.FittingData, EItemDropType.None)
Operation.DefaultDragVisual = self.VisualWidget
return Operation
end
return WBP_GenerateItem;