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

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Lua
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2025-01-08 22:46:12 +08:00
---@class WBP_WeaponFittingItem_C:UAEUserWidget
---@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_WeaponFittingItem = {
bInitDoOnce = false;
-- 拖拽数据的类
DragDropClass = nil,
--拖拽显示的类
DragVisualClass = nil,
-- 存放的物品数据
FittingData = nil,
--是否正在点击按钮
bClickLeftButton = false,
--按压时间
PressTime = 0,
--按压多长时间之后会执行操作
FunctionPressTime = 0.6,
bStartMove = false,
bFirstButtonClick = false,
VisualWidget = nil,
DragTimerHandler = nil;
};
function WBP_WeaponFittingItem:Construct()
print(string.format("[WBP_WeaponFittingItem:Construct] 执行构造"))
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'))
self.CanvasPanel_Main:SetVisibility(ESlateVisibility.Collapsed)
self.bCanEverTick = true
end
function WBP_WeaponFittingItem:Tick(MyGeometry, InDeltaTime)
-- 当没有需要选择操作的时候就不用执行操作
if self.bClickLeftButton and not self.bStartMove then
-- 开始即时
self.PressTime = self.PressTime + InDeltaTime
if self.PressTime > self.FunctionPressTime then
-- 执行操作
if not self.bFirstButtonClick then
self.bFirstButtonClick = true
end
end
if self.bFirstButtonClick then
EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, true)
end
else
self.PressTime = 0
end
end
function WBP_WeaponFittingItem:Destruct()
self.DragDropClass = nil
self.DragVisualClass = nil
end
-- 该方法只会在开始的时候设置一次
-- 设置当前Item的数据数据类型 {id, count}
function WBP_WeaponFittingItem:SetFittingItemData(InData)
--首先保存
print(string.format("开始设置数据Id%d, count:%d", InData.ItemID, InData.ItemCount))
self.FittingData = InData
if GameDataManager then
local Val = GameDataManager.GetItemInfoByItemID(InData.ItemID)
self.ItemIconAndBG:SetItemIcon(Val.Icon)
self.ItemIconAndBG:SetItemBGColor(GetItemQualityLevel(InData.ItemID))
self.TextBlock_ItemCount:SetText(tostring(InData.ItemCount))
-- 设置信息
-- 先处理技能书
local TextVal
if InData.ItemID > 20000 then
--local TheId = InData.ItemID // 100 % 100
TextVal = DropItemMap.SkillItemMap[InData.ItemID].SkillName
else
TextVal = DropItemMap.FittingItemMap[InData.ItemID].WeaponType
end
self.TextBlock_ItemType:SetText(TextVal)
-- 设置质量
local Quality = Tables.QualityInfo[GetItemQualityLevel(InData.ItemID)][1]
if Quality == nil then
print(string.format("Can't Find Quality Type, ItemId = %d", InData.ItemID))
else
print(string.format("Find Item Weapon, Quality Is %s", Quality))
end
self.TextBlock_Quality:SetText(string.format("%s", Quality))
local Color = Tables.ItemRarityColor[GetItemQualityLevel(InData.ItemID)].Color
local SlateColor_ = { SpecifiedColor = Color, ColorUseRule = 0, }
self.TextBlock_Quality:SetColorAndOpacity(SlateColor_)
-- 根据品质设置颜色
self.CanvasPanel_Main:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
print("[WBP_WeaponFittingItem:SetItemData] 当前 GameDataManager 没有值,请检查一下是否有保存")
end
print(string.format("数据设置完成"))
end
function WBP_WeaponFittingItem:OnDragDetected(MyGeometry, PointerEvent, Operation)
self:RemoveRelatedGuide()
print("[WBP_WeaponFittingItem:OnDragDetected] 检测到 拖拽行为")
self.bFirstButtonClick = false
self.bClickLeftButton = false
self.PressTime = 0
self.bStartMove = false
Operation = UE.NewObject(nil, self.DragDropClass)
--由于不知道是什么,因此使用 None
Operation:SetOperationData(self.FittingData, EItemDropType.None)
Operation.DefaultDragVisual = self.VisualWidget
return Operation
end
function WBP_WeaponFittingItem:OnMouseMove(MyGeometry, MouseEvent)
-- 隐藏 ItemInfo 界面
print(string.format("[WBP_WeaponFittingItem:OnMouseMove] 执行"))
local ret = WBP_WeaponFittingItem.SuperClass:OnMouseMove(MyGeometry, MouseEvent);
EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, false)
if not self.bClickLeftButton then
print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 没有点击左键'))
return ret
end
local PC = GameDataManager.GetLocalPlayerController()
local IsKeyDown = PC:IsInputKeyDown({KeyName = "LeftMouseButton"})
--if IsKeyDown == false then
-- print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 直接返回了'))
-- self.bClickLeftButton = false
-- self.bFirstButtonClick = false
-- self.bStartMove = false
-- return
--end
print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 开始执行拖拽'))
if not self.bStartMove then
self.bStartMove = true
local GameState = UGCGameSystem.GameState
if self.FittingData == nil then
return ret
end
if UE.IsValid(self.DragVisualClass) and UE.IsValid(GameState) then
self.VisualWidget = UserWidget.NewWidgetObjectBP(GameState, self.DragVisualClass)
self.VisualWidget:SetVisibility(ESlateVisibility.Collapsed)
print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 创建好Visual Widget'))
local that = self
self.DragTimerHandler = EventSystem.SetTimerLoop(self, function()
if that.VisualWidget.bHasInit then
print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 初始化完成 VisualWidget'))
EventSystem.StopTimer(that.DragTimerHandler)
that.VisualWidget:SetVisualItemData(that.FittingData, that.ItemIconAndBG:GetItemIcon())
end
that.VisualWidget:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
end, 0.05)
end
print(string.format('[WBP_WeaponFittingItem:OnMouseMove] 开始拖拽'))
UIManager.AllPanel[EUIType.Backpack]:SetIsDrop(true)
return WidgetBlueprintLibrary.DetectDragIfPressed(MouseEvent, self, {KeyName="LeftMouseButton"})
end
return ret
end
function WBP_WeaponFittingItem:OnMouseButtonDown(MyGeometry, PointerEvent)
self:RemoveRelatedGuide()
--开始即时
-- 检测当前是否可以执行操作
print(string.format("[WBP_WeaponFittingItem:OnMouseButtonDown] 执行"))
self.bClickLeftButton = true
return self.SuperClass:OnMouseButtonDown(MyGeometry, PointerEvent)
end
-- 当鼠标抬起来的时候
function WBP_WeaponFittingItem:OnMouseButtonUp(MyGeometry, InTouchEvent)
self:RemoveRelatedGuide()
UIManager:ClosePanel(EUIType.UseSkill)
-- 检查当前时间是否够了
print(string.format("[WBP_WeaponFittingItem:OnMouseButtonUp] 鼠标抬起"))
if UIManager.AllPanel[EUIType.Backpack]:GetOperateType() ~= EBagOperateType.None then
-- 说明此时要进行操作了,此时发送具体数据
EventSystem:SendEvent(EventType.SelectedItem, self.FittingData)
else
EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, false)
UIManager.AllPanel[EUIType.Backpack]:SetIsDrop(false)
if self.FittingData == nil then
UIManager.AllPanel[EUIType.Backpack]:HideSelectSkill()
else
if GetItemTypeByItemId(self.FittingData.ItemID) == EItemType.SkillBook then
-- 检查是否已经满了
-- local Pos = WidgetLayoutLibrary.GetMousePositionOnViewport(self)
-- local PC = GameDataManager.GetLocalPlayerController()
-- local PosX, PosY = 0, 0
-- local bSuccess, PositionX, PositionY = PC:GetMousePosition(PosX, PosY)
-- if math.isNearlyEqual(PositionY, 0) or math.isNearlyEqual(PositionX, 0) then
-- Pos.X = 1980/2
-- Pos.Y = 1260/2
-- else
-- Pos.X = PositionX
-- Pos.Y = PositionY
-- end
local _, Pos = SlateBlueprintLibrary.LocalToViewport(self, MyGeometry,{X = 0, Y = 0})
UIManager:ShowPanel(EUIType.UseSkill, self.FittingData, Pos)
end
end
end
self:RestProperty()
end
function WBP_WeaponFittingItem:RestProperty()
self.bFirstButtonClick = false
self.bClickLeftButton = false
self.PressTime = 0
self.bStartMove = false
end
-- 开始触摸的时候
function WBP_WeaponFittingItem:OnTouchStarted(MyGeometry, InTouchEvent)
self:RemoveRelatedGuide()
self.bClickLeftButton = true
return WidgetBlueprintLibrary.DetectDragIfPressed(InTouchEvent, self, "LeftMouseButton")
end
--结束触摸
function WBP_WeaponFittingItem:OnTouchEnded(MyGeometry, InTouchEvent)
self:RemoveRelatedGuide()
self.bClickLeftButton = false
self.bFirstButtonClick = false
self.PressTime = 0
end
function WBP_WeaponFittingItem:CloseWidget()
self.CanvasPanel_Main:SetVisibility(ESlateVisibility.Collapsed)
self.FittingData = nil
end
function WBP_WeaponFittingItem:GetItemData()
return self.FittingData
end
function WBP_WeaponFittingItem:RemoveRelatedGuide()
for i = 21, 28 do
NewPlayerGuideManager:RemoveGuide(i)
end
end
return WBP_WeaponFittingItem;