84 lines
2.2 KiB
Lua
84 lines
2.2 KiB
Lua
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---@class WB_SelectSaveWeapon_C:UUserWidget
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---@field Image_Weapon UImage
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---@field NewButton_Weapon UNewButton
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---@field TextBlock_WeaponName UTextBlock
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---@field WidgetSwitcher_IsSelect UWidgetSwitcher
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--Edit Below--
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local WB_SelectSaveWeapon = { bInitDoOnce = false }
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--[==[ Construct
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function WB_SelectSaveWeapon:Construct()
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end
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-- Construct ]==]
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-- function WB_SelectSaveWeapon:Tick(MyGeometry, InDeltaTime)
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-- end
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-- function WB_SelectSaveWeapon:Destruct()
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-- end
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function WB_SelectSaveWeapon: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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WidgetLibrary.BindButtonClicked(self.NewButton_Weapon, self.ClickSelect, self)
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self.NewButton_Weapon:SetTouchMethod(EButtonTouchMethod.PreciseTap)
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end
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function WB_SelectSaveWeapon:SetIndex(InIndex)
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self.Index = InIndex
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end
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function WB_SelectSaveWeapon:GetIndex()
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return self.Index
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end
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function WB_SelectSaveWeapon:BindClickSelect(Func, Obj)
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self.SelectCallBackFunc = Func
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self.SelectCallBackObj = Obj
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end
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function WB_SelectSaveWeapon:ClickSelect()
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if self.SelectCallBackFunc then
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if self.SelectCallBackObj then
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self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex())
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else
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self.SelectCallBackFunc(self:GetIndex())
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end
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end
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end
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function WB_SelectSaveWeapon:SetSelect(IsSelect)
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if IsSelect then
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self.WidgetSwitcher_IsSelect:SetActiveWidgetIndex(1);
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else
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self.WidgetSwitcher_IsSelect:SetActiveWidgetIndex(0);
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end
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end
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function WB_SelectSaveWeapon:SetWeaponID(InWeaponID)
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self:LuaInit()
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self.WeaponID = InWeaponID
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local ItemData = UGCItemSystem.GetItemData(self.WeaponID)
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if ItemData then
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-- local softObjPath = KismetSystemLibrary.MakeSoftObjectPath(self.ImageIcon)
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UGCLogSystem.Log("[WB_SelectSaveWeapon_SetWeaponID] softObjPath:%s", tostring(ItemData.ItemWhiteIcon_n))
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UGCSystemLibrary.AsyncLoadAsset(ItemData.ItemWhiteIcon_n,
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function(Tex)
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self.Image_Weapon:SetBrushFromTexture(Tex, false)
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end , nil
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,true)
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self.TextBlock_WeaponName:SetText(ItemData.ItemName)
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end
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end
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function WB_SelectSaveWeapon:GetWeaponID()
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return self.WeaponID
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end
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return WB_SelectSaveWeapon
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