UGCProjects/SoloKing/Script/UI/GameRecord/WB_WeaponProficiency.lua

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2025-01-04 23:00:19 +08:00
---@class WB_WeaponProficiency_C:UUserWidget
---@field Image_CD UImage
---@field Image_Weapon_Write UImage
---@field TextBlock_AllDamage UTextBlock
---@field TextBlock_CriticalHitRate UTextBlock
---@field TextBlock_CriticalStrikeCount UTextBlock
---@field TextBlock_MatchNumber UTextBlock
---@field TextBlock_Proficiency UTextBlock
---@field TextBlock_WeaponName UTextBlock
---@field TextBlock_WinRate UTextBlock
---@field WidgetSwitcher_BG UWidgetSwitcher
---@field WidgetSwitcher_IsFullProficiency UWidgetSwitcher
--Edit Below--
local WB_WeaponProficiency = { bInitDoOnce = false }
--[==[ Construct
function WB_WeaponProficiency:Construct()
end
-- Construct ]==]
-- function WB_WeaponProficiency:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_WeaponProficiency:Destruct()
-- end
function WB_WeaponProficiency:SetWeaponID(InWeaponID)
self.WeaponID = InWeaponID
if UGCItemSystem.IsUGCItem(self.WeaponID) then
local Info = UGCItemSystem.GetItemData(self.WeaponID);
local ItemName = Info.ItemName;
if WeaponTable[self.WeaponID] then
local TypeNew = WeaponTable[self.WeaponID].TypeNew
if TypeNew then
if type(WeaponTypePost[TypeNew]) == 'string' then
ItemName = string.gsub(Info.ItemName, WeaponTypePost[TypeNew], "")
elseif type(WeaponTypePost[TypeNew]) == 'table' then
for i, v in pairs(WeaponTypePost[TypeNew]) do
ItemName = string.gsub(ItemName, v, "");
end
end
end
end
self.TextBlock_WeaponName:SetText(ItemName);
UE.AsyncLoadObject_Cached(Info.ItemWhiteIcon_n, function(ImageIcon)
if UE.IsValid(ImageIcon) then
self.Image_Weapon_Write:SetBrushFromTexture(ImageIcon, false)
end
end)
end
end
function WB_WeaponProficiency:SetWeaponProficiencyInfo(WeaponProficiencyInfo)
local Proficiency, IsFull = WeaponProficiencyCalculation(WeaponProficiencyInfo)
self:SetProficiency(Proficiency, IsFull)
self.TextBlock_CriticalHitRate:SetText(string.format("%.2f%%", WeaponProficiencyInfo[EWeaponProficiencyType.CriticalHitRate] * 100))
self.TextBlock_MatchNumber:SetText(tostring(WeaponProficiencyInfo[EWeaponProficiencyType.MatchNumber]))
self.TextBlock_CriticalStrikeCount:SetText(tostring(WeaponProficiencyInfo[EWeaponProficiencyType.CriticalStrikeCount]))
self.TextBlock_WinRate:SetText(string.format("%.2f%%", WeaponProficiencyInfo[EWeaponProficiencyType.WinRate] * 100))
self.TextBlock_AllDamage:SetText(tostring(math.floor(WeaponProficiencyInfo[EWeaponProficiencyType.AllDamage])))
end
function WB_WeaponProficiency:SetProficiency(InProficiency, IsFull)
if IsFull then
self.WidgetSwitcher_IsFullProficiency:SetActiveWidgetIndex(1)
else
self.WidgetSwitcher_IsFullProficiency:SetActiveWidgetIndex(0)
self.TextBlock_Proficiency:SetText(tostring(InProficiency))
local Material = self.Image_CD:GetDynamicMaterial();
local Percent = InProficiency / 100
Material:SetScalarParameterValue("Mask_Percent", Percent);
end
end
function WB_WeaponProficiency:ChangeBG(Index)
self.WidgetSwitcher_BG:SetActiveWidgetIndex((Index % 2))
-- UGCLogSystem.Log("[WB_WeaponProficiency_ChangeBG] " .. Index % 2)
end
return WB_WeaponProficiency