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@ -153,16 +153,20 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
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end
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end
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---@param AssetPath:string
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---@param SaveAsset:bool 是否保存
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function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
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if SaveAsset == nil then SaveAsset = true end
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if not UE.IsValid(UGCSystemLibrary.CacheAsset[AssetPath]) then
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local TargetAsset = UE.LoadObject(AssetPath)
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if SaveAsset and UE.IsValid(TargetAsset) then UGCSystemLibrary.CacheAsset[AssetPath] = TargetAsset end
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return TargetAsset
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--- 通过路径获取DataTable
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---@param DataTablePath string
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---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
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function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
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local ResDataTable = Gameplay.GetTable(DataTablePath)
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if ToNumberKey then
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local Res = {}
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for i, v in pairs(ResDataTable) do
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Res[tonumber(i)] = v
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end
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return Res
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else
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return UGCSystemLibrary.CacheAsset[AssetPath]
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return ResDataTable
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end
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end
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@ -14,7 +14,7 @@ DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C
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[MatchSetting]
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NumberOfTeams=2
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TeamPlayers=4
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TeamPlayers=2
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bEnableChat=1
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bEnableRoomChat=1
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ChannelName=全部
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@ -53,18 +53,18 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
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PlayBindingArray=[]
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[JobOption]
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LastJobId=600043001
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LastWindowsJobId=600039234
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LastAndroidJobId=600039234
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LastIOSJobId=600039234
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PakOnly=1
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LastSkipBake=True
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LastTargetPlatform=LinuxServer+Android_ETC2
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LastJobId=-1
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LastWindowsJobId=-1
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LastAndroidJobId=-1
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LastIOSJobId=-1
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PakOnly=0
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LastSkipBake=False
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LastTargetPlatform=LinuxServer
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[UGCUploadOption]
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PlatformIndex=0
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SkipBake=True
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TargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2
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TargetPlatform=LinuxServer+Android_ETC2
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[DebugSettings]
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bRoomOB=0
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@ -153,6 +153,22 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
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end
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end
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--- 通过路径获取DataTable
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---@param DataTablePath string
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---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
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function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
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local ResDataTable = Gameplay.GetTable(DataTablePath)
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if ToNumberKey then
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local Res = {}
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for i, v in pairs(ResDataTable) do
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Res[tonumber(i)] = v
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end
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return Res
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else
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return ResDataTable
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end
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end
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---@param AssetPath:string
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---@param SaveAsset:bool 是否保存
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function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
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FX_Preview/Asset/FX/ArtBase/FXTexture/Trailing/T_Trails.uasset
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FX_Preview/Asset/FX/TailedMuzzle/Type7/P_TailedMuzzle_7.uasset
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FX_Preview/Asset/FX/TailedMuzzle/Type7/P_TailedMuzzle_7.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_MGL_Ball_Inner01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_MGL_Ball_Outter01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_MGL_Shooting_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Nitrog_min_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Turret_BNT_A_02.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Turret_PT_A_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Turret_SBT_A_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Turret_SDT_A_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_Turret_SDT_B_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_burst_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_burst_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_mofadan_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_mofadan_01.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_mofadan_02.uasset
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FX_Preview/Asset/FX/Z_ReferenceAssets/P_mofadan_02.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_FX_Main.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_FX_Main.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_Item_FXType.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_Item_FXType.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_Item_Slide.uasset
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FX_Preview/Asset/UI/PreviewFX/WB_PreviewFX.uasset
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@ -1,20 +1,106 @@
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---@class BP_PreViewFXActor_C:AActor
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---@field DynamicTextRender UDynamicTextRenderComponent
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---@field DefaultSceneRoot USceneComponent
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---@field MuzzleParticle UParticleSystem
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---@field KillParticle UParticleSystem
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---@field BulletParticle UParticleSystem
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---@field TailedMuzzle UParticleSystem
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---@field HitParticle UParticleSystem
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---@field DefaultFX TMap:TEnumAsByte<EFXType>,UParticleSystem
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---@field KillParticleOffsetTF FTransform
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--Edit Below--
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local BP_PreViewFXActor = {}
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local BP_PreViewFXActor = {
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FXTable = {};
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FXIDList = {};
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OverrideColor = {};
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NowFXIndex = {};
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}
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--[[
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function BP_PreViewFXActor:ReceiveBeginPlay()
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BP_PreViewFXActor.SuperClass.ReceiveBeginPlay(self)
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if UGCGameSystem.IsServer() then
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else
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--self.DefaultFX = {
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-- [EFXType.Muzzle] = self.MuzzleParticle;
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-- [EFXType.Kill] = self.KillParticle;
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-- [EFXType.Bullet] = self.BulletParticle;
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-- [EFXType.MuzzleTailed] = self.TailedMuzzle;
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-- [EFXType.Hit] = self.HitParticle;
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--}
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self:InitFXTable()
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end
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end
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--[[
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FFXData
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ID int32
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FXType EFXType
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Rarity int32
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Name FString
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Desc FString
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Particle UParticleSystem
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ColorValue float[]
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BaseColor FLinearColor
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]]
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function BP_PreViewFXActor:InitFXTable()
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for i, v in pairs(EFXType) do
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self.FXIDList[v] = {}
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self.NowFXIndex[v] = 0
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end
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local ReadFXTable = UGCSystemLibrary.GetDataTableFromPath(UGCGameSystem.GetUGCResourcesFullPath('Asset/FX/A_Table/Table_FXData.Table_FXData'))
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self.FXTable = table.DeepCopy(ReadFXTable)
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for i, v in pairs(self.FXTable) do
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UGCLogSystem.Log("[BP_PreViewFXActor_LoadFXTable] Key:%s", tostring(i))
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table.insert(self.FXIDList[v.FXType], v.ID)
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end
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for i, v in pairs(self.FXIDList) do
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table.sort(self.FXIDList[i])
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end
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end
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--- 覆盖对应特效的颜色
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---@param FXType EFXType
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---@param NewColor FLinearColor 为nil则重置为默认颜色
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function BP_PreViewFXActor:SetOverrideColor(FXType, NewColor)
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---@field SetColorParameter:fun(ParameterName:FName,param:FLinearColor)
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---@field SetVectorParameter:fun(ParameterName:FName,param:FVector)
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self.OverrideColor[FXType] = NewColor
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UGCEventSystem.SendEvent(EventEnum.OverrideFXColor, FXType)
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end
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function BP_PreViewFXActor:GetParticleColor(FXType)
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return self.OverrideColor[FXType]
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end
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function BP_PreViewFXActor:GetParticleDefaultColor(FXType)
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local FXIndex = self:GetNowFXIndex(FXType)
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local FXID = self.FXIDList[FXType][FXIndex]
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if FXID then
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return self.FXTable[FXID].BaseColor
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end
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return nil
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end
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function BP_PreViewFXActor:GetNowFXIndex(FXType)
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return self.NowFXIndex[FXType]
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end
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function BP_PreViewFXActor:GetNowFXFromFXType(FXType)
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local FXIndex = self:GetNowFXIndex(FXType)
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local FXID = self.FXIDList[FXType][FXIndex]
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if FXID then
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return self.FXTable[FXID].Particle
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else
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return self.DefaultFX[FXType]
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end
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end
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function BP_PreViewFXActor:SetNextFX(FXType)
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if #self.FXIDList[FXType] > 0 then
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self.NowFXIndex[FXType] = (self.NowFXIndex[FXType] % #self.FXIDList[FXType]) + 1
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UGCEventSystem.SendEvent(EventEnum.ChangeFX, FXType)
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end
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end
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--]]
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--[[
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function BP_PreViewFXActor:ReceiveTick(DeltaTime)
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@ -27,13 +27,16 @@ end
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function UGCGameState:SpawnParticleAtPos(Pos)
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local TempPreViewActor = self:GetPreViewFXActor()
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if UE.IsValid(TempPreViewActor) then
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local KillParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.Kill)
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if UE.IsValid(KillParticle) then
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Pos = {
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X = Pos.X + TempPreViewActor.KillParticleOffsetTF.Translation.X,
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Y = Pos.Y + TempPreViewActor.KillParticleOffsetTF.Translation.Y,
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Z = Pos.Z + TempPreViewActor.KillParticleOffsetTF.Translation.Z,
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}
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local FXScale = {X = TempPreViewActor.KillParticleOffsetTF.Scale3D.X, Y = TempPreViewActor.KillParticleOffsetTF.Scale3D.Y, Z = TempPreViewActor.KillParticleOffsetTF.Scale3D.Z}
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GameplayStatics.SpawnEmitterAtLocation(self, TempPreViewActor.KillParticle, Pos, {Roll = 0, Pitch = 0, Yaw = 0}, FXScale, true)
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GameplayStatics.SpawnEmitterAtLocation(self, KillParticle, Pos, {Roll = 0, Pitch = 0, Yaw = 0}, FXScale, true)
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end
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end
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end
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@ -116,9 +116,10 @@ function UGCPlayerPawn:WeaponAttachEffect(Weapon)
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--"RemoteMuzzleFX",
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--"ScopeMuzzleFX",
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}
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if UE.IsValid(Effect) and UE.IsValid(TempPreViewActor.MuzzleParticle) then
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local MuzzleParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.Muzzle)
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if UE.IsValid(Effect) and UE.IsValid(MuzzleParticle) then
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for i, v in pairs(MuzzleFXParamName) do
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Effect[v] = TempPreViewActor.MuzzleParticle
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Effect[v] = MuzzleParticle
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end
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UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Succeed")
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end
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@ -134,17 +135,18 @@ function UGCPlayerPawn:WeaponAttachEffect(Weapon)
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-- 枪口拖尾特效
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if UE.IsValid(TempPreViewActor.TailedMuzzle) then
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local MuzzleTailedParticle = TempPreViewActor:GetNowFXFromFXType(EFXType.MuzzleTailed)
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if UE.IsValid(MuzzleTailedParticle) then
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UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 11111111111111111111111111")
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if UE.IsValid(SKMesh) then
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UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] 22222222222222222222222222222")
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UGCLogSystem.Log("[UGCPlayerPawn_WeaponAttachEffect] Bind TailedMuzzle")
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self.BoundOnceEffectWeapons[#self.BoundOnceEffectWeapons + 1] = Weapon
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GameplayStatics.SpawnEmitterAttached(TempPreViewActor.TailedMuzzle, SKMesh, "MuzzleEffect", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true)
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GameplayStatics.SpawnEmitterAttached(MuzzleTailedParticle, SKMesh, "MuzzleEffect", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true)
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end
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end
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-- 子弹拖尾特效
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if TempPreViewActor.BulletParticle then
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if TempPreViewActor:GetNowFXFromFXType(EFXType.Bullet) then
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Weapon.OnBulletBeforeShootDelegate:Add(self.BindBulletTailFX, self)
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end
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end
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@ -160,23 +162,11 @@ function UGCPlayerPawn:BindBulletTailFX(Bullet)
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local TempPreViewActor = UGCGameSystem.GameState:GetPreViewFXActor()
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if UE.IsValid(TempPreViewActor) then
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if UE.IsValid(Bullet) then
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-- GameplayStatics.SpawnEmitterAttached(TempPreViewActor.BulletParticle, Bullet:K2_GetRootComponent(), "", {X=0,Y=0,Z=0}, {Roll = 0, Pitch = 0, Yaw = 0}, {X=1,Y=1,Z=1}, EAttachLocation.SnapToTarget, true)
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local BulletTailFXActor = UGCGameSystem.GameState:GetBulletFXActor()
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--BulletTailFXActor.ProjectileMovement.InitialSpeed = InitialSpeed
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--BulletTailFXActor.ProjectileMovement.Velocity = VectorHelper.MulNumber(Bullet:GetActorForwardVector(), InitialSpeed)
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local InitialSpeed = Bullet:GetMaxBulletFlySpeed()
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local Velocity = VectorHelper.MulNumber(Bullet:GetActorForwardVector(), InitialSpeed)
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BulletTailFXActor:ActiveFly(Bullet:K2_GetActorRotation(), Bullet:K2_GetActorLocation(), Velocity, TempPreViewActor.BulletParticle)
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BulletTailFXActor:ActiveFly(Bullet:K2_GetActorRotation(), Bullet:K2_GetActorLocation(), Velocity, TempPreViewActor:GetNowFXFromFXType(EFXType.Bullet))
|
||||
UGCLogSystem.Log("[UGCPlayerPawn_BindBulletTailFX] InitialSpeed:%s", tostring(InitialSpeed))
|
||||
--Bullet.NormalTailFX = TempPreViewActor.BulletParticle
|
||||
--Bullet.BeamTailFX = TempPreViewActor.BulletParticle
|
||||
--
|
||||
--Bullet.NormalTailFXComp:SetTemplate(TempPreViewActor.BulletParticle)
|
||||
--Bullet.BeamTailFXComp:SetTemplate(TempPreViewActor.BulletParticle)
|
||||
--
|
||||
--Bullet.bShowNormalTailFXImpactInfo = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -2,3 +2,13 @@
|
||||
|
||||
-- sorted by enum name asc
|
||||
|
||||
---@enum EFXType
|
||||
EFXType = {
|
||||
Muzzle = 0,
|
||||
Kill = 1,
|
||||
Bullet = 2,
|
||||
MuzzleTailed = 3,
|
||||
Hit = 4,
|
||||
};
|
||||
|
||||
|
||||
|
14
FX_Preview/Script/Common/ue_struct_custom.lua
Normal file
14
FX_Preview/Script/Common/ue_struct_custom.lua
Normal file
@ -0,0 +1,14 @@
|
||||
-- auto exported UStruct while compiling
|
||||
|
||||
-- sorted by struct name asc
|
||||
|
||||
---@class FFXData
|
||||
---@field ID int32
|
||||
---@field FXType EFXType
|
||||
---@field Rarity int32
|
||||
---@field Name FString
|
||||
---@field Desc FString
|
||||
---@field Particle UParticleSystem
|
||||
---@field ColorValue float[]
|
||||
---@field BaseColor FLinearColor
|
||||
|
@ -1,56 +1,14 @@
|
||||
NowEventID = 0;
|
||||
function GetNewEventID()
|
||||
NowEventID = NowEventID + 1
|
||||
return NowEventID
|
||||
end
|
||||
|
||||
EventEnum = {
|
||||
|
||||
-- DefaultEvent
|
||||
DSStartUp = 1001, -- 服务器启动
|
||||
PlayerLogin = 1003, -- 玩家加入房间 PlayerKey
|
||||
PlayerExit = 1004, -- 玩家离开房间 PlayerKey
|
||||
|
||||
-- GameState
|
||||
GameStateChange = 2001, -- 游戏模式改变 CustomEnum.EGameState
|
||||
WaitPlayerJoin = 2002, -- 等待玩家加入
|
||||
GamePlay = 2003, -- 游戏开始
|
||||
GameEnd = 2004, -- 游戏结束
|
||||
RoundBegining = 2005, -- 回合开始
|
||||
RoundEnd = 2006, -- 回合结束
|
||||
RoundReadyFinish = 2007, -- 回合准备阶段结束
|
||||
|
||||
-- PlayerEvent
|
||||
PlayerDeathInfo = 3001, -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
||||
PlayerInjuryInfo = 3002, -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
||||
PlayerPossessed = 3003, -- 玩家受控 PlayerKey
|
||||
PlayerBeginPlay = 3004, -- 玩家受控 PlayerPawn
|
||||
BulletHitCallBack = 3005, -- 玩家射出的子弹命中物体或玩家的回调 (PlayerPawn:UGCPlayerPawn, ShootWeapon:ASTExtraShootWeapon,Bullet:ASTExtraShootWeaponBulletBase,HitInfo:FHitResult)
|
||||
PlayerTeamChange = 3006, -- 玩家的队伍改变 PC, TeamID
|
||||
|
||||
-- PlayerPawn同步参数更新 更新传入Pawn及其同步变量值
|
||||
UpdateCanObtainIncreaseCount = 4001,
|
||||
UpdateNowCanSelectIncrease = 4002,
|
||||
UpdateOwnedIncrease = 4003,
|
||||
UpdateToGodSchedule = 4004,
|
||||
|
||||
-- PlayerEvent End
|
||||
|
||||
|
||||
UpdatePlayerStartList = 10001, -- 通知出生点控制器进行更新出生点指针
|
||||
AchievementSettlement = 10002, -- 成就事件游戏结算
|
||||
UpdateTeamScore = 10003, -- 队伍得分信息更新
|
||||
UpdatePlayerScoreData = 10004, -- 玩家得分信息更新 通过UGCGameSystem.GameState.PlayerScoreDatas 获取玩家得分信息
|
||||
AddTip = 10005, -- 添加提提示 TipStr TipType
|
||||
GameWillBegin = 10006, -- 游戏即将开始
|
||||
PlayerIsAliveIsChange = 10007, -- 玩家存活列表改变
|
||||
UpdatePlayerInfo = 10008, -- 玩家个人信息更新
|
||||
|
||||
PlayerWeaponCombinationUpdate = 11001, -- 玩家可选的武器配置列表更新 [PlayerKey] = CombinationType
|
||||
PlayerSelectedWeaponIndexUpdate = 11002, -- 玩家选择的武器配置索引更新 [PlayerKey] = Index
|
||||
|
||||
|
||||
--- SelectMap
|
||||
LoadMap = 20001, -- 关卡加载 MapConifg.MapType
|
||||
SelectMapCallBack = 20002, -- 地图选择服务器的回调 bSucceed, MapType
|
||||
SelectDefaultWeaponCallBack = 20003, -- 默认武器选择回调 bSucceed, WeaponID
|
||||
RandomSelectVoteMap = 20004,
|
||||
UpdateMapKey = 20005, -- 随机出的地图索引 MapKey
|
||||
|
||||
|
||||
PlayerDeathInfo = GetNewEventID(), -- 死亡信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
||||
PlayerInjuryInfo = GetNewEventID(), -- 受伤信息 VictimKey, CauserKey, WeaponID, DamageType, IsHeadShotDamage, Distance, DamageValue uint, uint, int, int, bool, float, float
|
||||
|
||||
ChangeFX = GetNewEventID(), -- 切换特效 传入EFXType
|
||||
OverrideFXColor = GetNewEventID(), -- 切换特效颜色 传入EFXType
|
||||
}
|
@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
|
||||
end
|
||||
end
|
||||
|
||||
--- 通过路径获取DataTable
|
||||
---@param DataTablePath string
|
||||
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
|
||||
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
|
||||
local ResDataTable = Gameplay.GetTable(DataTablePath)
|
||||
|
||||
if ToNumberKey then
|
||||
local Res = {}
|
||||
for i, v in pairs(ResDataTable) do
|
||||
Res[tonumber(i)] = v
|
||||
end
|
||||
return Res
|
||||
else
|
||||
return ResDataTable
|
||||
end
|
||||
end
|
||||
|
||||
---@param AssetPath:string
|
||||
---@param SaveAsset:bool 是否保存
|
||||
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
|
||||
@ -166,6 +183,7 @@ function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- 通过ItemID获取item类型
|
||||
---@param ItemID int
|
||||
---@return ItemTypeID int
|
||||
|
20
FX_Preview/Script/UI/PreviewFX/WB_FX_Main.lua
Normal file
20
FX_Preview/Script/UI/PreviewFX/WB_FX_Main.lua
Normal file
@ -0,0 +1,20 @@
|
||||
---@class WB_FX_Main_C:UUserWidget
|
||||
---@field NewButton_ShowPanel UNewButton
|
||||
--Edit Below--
|
||||
local WB_FX_Main = { bInitDoOnce = false }
|
||||
|
||||
--[==[ Construct
|
||||
function WB_FX_Main:Construct()
|
||||
|
||||
end
|
||||
-- Construct ]==]
|
||||
|
||||
-- function WB_FX_Main:Tick(MyGeometry, InDeltaTime)
|
||||
|
||||
-- end
|
||||
|
||||
-- function WB_FX_Main:Destruct()
|
||||
|
||||
-- end
|
||||
|
||||
return WB_FX_Main
|
25
FX_Preview/Script/UI/PreviewFX/WB_Item_FXType.lua
Normal file
25
FX_Preview/Script/UI/PreviewFX/WB_Item_FXType.lua
Normal file
@ -0,0 +1,25 @@
|
||||
---@class WB_Item_FXType_C:UUserWidget
|
||||
---@field NewButton_BindColor UNewButton
|
||||
---@field NewButton_Change UNewButton
|
||||
---@field NewButton_ResetColor UNewButton
|
||||
---@field TextBlock_TypeName UTextBlock
|
||||
---@field WidgetSwitcher_BindColor UWidgetSwitcher
|
||||
---@field Setting_PickUp_BP USetting_Pickup_UIBP_C
|
||||
--Edit Below--
|
||||
local WB_Item_Slide = { bInitDoOnce = false }
|
||||
|
||||
--[==[ Construct
|
||||
function WB_Item_Slide:Construct()
|
||||
|
||||
end
|
||||
-- Construct ]==]
|
||||
|
||||
-- function WB_Item_Slide:Tick(MyGeometry, InDeltaTime)
|
||||
|
||||
-- end
|
||||
|
||||
-- function WB_Item_Slide:Destruct()
|
||||
|
||||
-- end
|
||||
|
||||
return WB_Item_Slide
|
27
FX_Preview/Script/UI/PreviewFX/WB_Item_Slide.lua
Normal file
27
FX_Preview/Script/UI/PreviewFX/WB_Item_Slide.lua
Normal file
@ -0,0 +1,27 @@
|
||||
---@class WB_Item_Slide_C:UUserWidget
|
||||
---@field Button_SlideMode_add UButton
|
||||
---@field Button_SlideMode_minus UButton
|
||||
---@field CanvasPanel_11 UCanvasPanel
|
||||
---@field ProgressBar_SlideMode UProgressBar
|
||||
---@field SlideMode_Value UTextBlock
|
||||
---@field Slider_SlideMode USlider
|
||||
---@field TextBlock_Range UTextBlock
|
||||
---@field Setting_PickUp_BP USetting_Pickup_UIBP_C
|
||||
--Edit Below--
|
||||
local WB_Item_Slide = { bInitDoOnce = false }
|
||||
|
||||
--[==[ Construct
|
||||
function WB_Item_Slide:Construct()
|
||||
|
||||
end
|
||||
-- Construct ]==]
|
||||
|
||||
-- function WB_Item_Slide:Tick(MyGeometry, InDeltaTime)
|
||||
|
||||
-- end
|
||||
|
||||
-- function WB_Item_Slide:Destruct()
|
||||
|
||||
-- end
|
||||
|
||||
return WB_Item_Slide
|
24
FX_Preview/Script/UI/PreviewFX/WB_PreviewFX.lua
Normal file
24
FX_Preview/Script/UI/PreviewFX/WB_PreviewFX.lua
Normal file
@ -0,0 +1,24 @@
|
||||
---@class WB_PreviewFX_C:UUserWidget
|
||||
---@field Image_Color UImage
|
||||
---@field NewButton_Close UNewButton
|
||||
---@field WB_Item_Slide_B UWB_Item_Slide_C
|
||||
---@field WB_Item_Slide_G UWB_Item_Slide_C
|
||||
---@field WB_Item_Slide_R UWB_Item_Slide_C
|
||||
--Edit Below--
|
||||
local WB_PreviewFX = { bInitDoOnce = false }
|
||||
|
||||
--[==[ Construct
|
||||
function WB_PreviewFX:Construct()
|
||||
|
||||
end
|
||||
-- Construct ]==]
|
||||
|
||||
-- function WB_PreviewFX:Tick(MyGeometry, InDeltaTime)
|
||||
|
||||
-- end
|
||||
|
||||
-- function WB_PreviewFX:Destruct()
|
||||
|
||||
-- end
|
||||
|
||||
return WB_PreviewFX
|
Binary file not shown.
Binary file not shown.
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Binary file not shown.
BIN
IWantToHitfour/Asset/UI/Settlement/WB_Settlement_2.uasset
Normal file
BIN
IWantToHitfour/Asset/UI/Settlement/WB_Settlement_2.uasset
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -53,13 +53,13 @@ SwitchesInMaps=((Key="r.Mobile.EnableIBL",Value=0),(Key="s.StreamableDelegateLim
|
||||
PlayBindingArray=[]
|
||||
|
||||
[JobOption]
|
||||
LastJobId=600040486
|
||||
LastWindowsJobId=600040035
|
||||
LastAndroidJobId=600040035
|
||||
LastIOSJobId=600040035
|
||||
PakOnly=1
|
||||
LastSkipBake=True
|
||||
LastTargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2
|
||||
LastJobId=-1
|
||||
LastWindowsJobId=-1
|
||||
LastAndroidJobId=-1
|
||||
LastIOSJobId=-1
|
||||
PakOnly=0
|
||||
LastSkipBake=False
|
||||
LastTargetPlatform=LinuxServer
|
||||
|
||||
[UGCUploadOption]
|
||||
PlatformIndex=0
|
||||
@ -68,6 +68,6 @@ TargetPlatform=LinuxServer+WindowsNoEditor+Android_ETC2+IOS+OpenHarmony_ETC2
|
||||
|
||||
[DebugSettings]
|
||||
bRoomOB=0
|
||||
TeamPlayers=5,0;
|
||||
TeamPlayers=2,0;
|
||||
|
||||
|
||||
|
@ -567,7 +567,7 @@ end
|
||||
|
||||
function UGCGameState:SetPlayerWeaponCombination(PlayerKey, WeaponCombinationType)
|
||||
self.PlayerWeaponCombination[PlayerKey] = WeaponCombinationType
|
||||
self:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||||
-- self:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||||
end
|
||||
|
||||
function UGCGameState:GetPlayerWeaponCombination(PlayerKey)
|
||||
@ -580,7 +580,8 @@ end
|
||||
|
||||
--- 重置玩家选择的武器配置索引
|
||||
function UGCGameState:ResetPlayerSelectWeaponIndex(PlayerKey)
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
|
||||
end
|
||||
|
||||
--- 重置所有玩家的武器配置索引
|
||||
@ -590,7 +591,8 @@ end
|
||||
|
||||
--- 设置玩家选择的武器配置索引
|
||||
function UGCGameState:PlayerSelectWeaponIndex(PlayerKey, WeaponCombinationIndex)
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey] = WeaponCombinationIndex
|
||||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = WeaponCombinationIndex
|
||||
self:UpdatePlayerWeapon(PlayerKey)
|
||||
if self.PlayerAutoSelectWeaponHandle[PlayerKey] then
|
||||
UGCEventSystem.StopTimer(self.PlayerAutoSelectWeaponHandle[PlayerKey])
|
||||
@ -614,15 +616,16 @@ end
|
||||
|
||||
--- 获取玩家选择的武器配置索引
|
||||
function UGCGameState:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||||
return self.PlayerSelectedWeaponIndex[PlayerKey]
|
||||
if self.PlayerSelectedWeaponIndex[PlayerKey] == nil then self.PlayerSelectedWeaponIndex[PlayerKey] = {} end
|
||||
if self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] == nil then
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)] = 1
|
||||
end
|
||||
return self.PlayerSelectedWeaponIndex[PlayerKey][self:GetPlayerWeaponCombination(PlayerKey)]
|
||||
end
|
||||
|
||||
--- 获取玩家选择的武器索引对应的武器及配件
|
||||
function UGCGameState:GetPlayerSelectedWeaponAndParts(PlayerKey)
|
||||
local Res = {}
|
||||
if not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||||
end
|
||||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||||
@ -666,9 +669,6 @@ end
|
||||
--- 获取玩家选择的武器Item表
|
||||
function UGCGameState:GetPlayerSelectedWeaponItemInfo(PlayerKey)
|
||||
local Res = {}
|
||||
if not self:CheckPlayerSelectWeaponIndex(PlayerKey) then
|
||||
self.PlayerSelectedWeaponIndex[PlayerKey] = 1
|
||||
end
|
||||
local PlayerWeaponCombination = self:GetPlayerWeaponCombination(PlayerKey)
|
||||
local PlayerSelectedWeaponIndex = self:GetPlayerSelectedWeaponIndex(PlayerKey)
|
||||
local WeaponCombination = WeaponSelectionCombinationConfig.WeaponCombinationList[PlayerWeaponCombination]
|
||||
@ -1169,6 +1169,59 @@ function UGCGameState:PlayerIsChallenge(InPlayerKey)
|
||||
return self:GetChallengePlayer() == InPlayerKey
|
||||
end
|
||||
|
||||
function UGCGameState:GetNextChallenge()
|
||||
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
|
||||
if self.ChallengedPlayers == nil then self.ChallengedPlayers = {} end
|
||||
local TempChallengePlayer = nil
|
||||
for i, v in pairs(AllPK) do
|
||||
if not table.hasValue(self.ChallengedPlayers, v) then
|
||||
TempChallengePlayer = v
|
||||
break
|
||||
end
|
||||
end
|
||||
return TempChallengePlayer
|
||||
end
|
||||
|
||||
-- 更新玩家的队伍
|
||||
function UGCGameState:ChangePlayerTeamLogic(PlayerKey, PlayerTeamID)
|
||||
-- 设置出生点类型
|
||||
local PC = UGCGameSystem.GetPlayerControllerByPlayerKey(PlayerKey)
|
||||
if PlayerTeamID == 1 then
|
||||
PC:SetStartPointType(EPlayerStartType.Team1)
|
||||
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination1)
|
||||
else
|
||||
PC:SetStartPointType(EPlayerStartType.Team2)
|
||||
self:SetPlayerWeaponCombination(PlayerKey, WeaponSelectionCombinationConfig.ECombinationType.Combination2)
|
||||
end
|
||||
-- 官方逻辑设置队伍ID
|
||||
UGCTeamSystem.ChangePlayerTeamID(PlayerKey, PlayerTeamID)
|
||||
-- 玩家信息栏设置队伍信息
|
||||
self.PlayerPersonalInfos[PlayerKey].TeamID = PlayerTeamID
|
||||
-- 玩家比分栏设置比分信息
|
||||
PlayerScoreSystem.UpdatePlayerTeamID(PlayerKey, PlayerTeamID)
|
||||
end
|
||||
|
||||
-- 选出下一个挑战者
|
||||
function UGCGameState:SelectNextChallenge()
|
||||
local TempChallengePlayer = self:GetNextChallenge()
|
||||
if TempChallengePlayer then
|
||||
self.ChallengePlayer = TempChallengePlayer
|
||||
self.ChallengedPlayers[#self.ChallengedPlayers + 1] = TempChallengePlayer
|
||||
local AllPK = UGCSystemLibrary.GetAllPlayerKeys()
|
||||
|
||||
-- 配置队伍ID
|
||||
for i, PlayerKey in pairs(AllPK) do
|
||||
if PlayerKey == self.ChallengePlayer then
|
||||
self:ChangePlayerTeamLogic(self.ChallengePlayer, 2)
|
||||
else
|
||||
self:ChangePlayerTeamLogic(PlayerKey, 1)
|
||||
end
|
||||
end
|
||||
UGCSendRPCSystem.RPCEvent(nil, EventEnum.AddTip, TipConfig.TipType.ChallengerPlayer, self.ChallengePlayer)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
-- 工程设置-------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
@ -19,7 +19,7 @@ function EventAction_PlayerExit:Execute(...)
|
||||
local HasNotControlled = false
|
||||
for k, Pawn in pairs(AllPawn) do
|
||||
if not Pawn:IsControlled() then
|
||||
Pawn:K2_DestroyActor()
|
||||
-- Pawn:K2_DestroyActor()
|
||||
HasNotControlled = true
|
||||
end
|
||||
end
|
||||
|
@ -105,6 +105,8 @@ end
|
||||
|
||||
-- 根据工程的修改而改变的开始执行逻辑
|
||||
function EventAction_RoundBegin:ExecuteOtherLogic()
|
||||
-- 选出下一个挑战者
|
||||
UGCGameSystem.GameState:SelectNextChallenge()
|
||||
|
||||
-- 判断玩家是否死亡,死亡则重生
|
||||
local AllPC = UGCGameSystem.GetAllPlayerController()
|
||||
|
@ -44,9 +44,11 @@ end
|
||||
|
||||
--- 判断玩法是否结束 根据玩法进行修改
|
||||
function EventAction_RoundEnd:CheckGameEnd()
|
||||
return UGCGameSystem.GameState:IsFinishRound()
|
||||
or UGCGameSystem.GameState:GetMaxTeamScore() > GlobalConfigs.GameSetting.MaxRound // 2
|
||||
or #UGCTeamSystem.GetPlayerKeysByTeamID(1) < 1 or #UGCTeamSystem.GetPlayerKeysByTeamID(2) < 1
|
||||
--return UGCGameSystem.GameState:IsFinishRound()
|
||||
-- or UGCGameSystem.GameState:GetMaxTeamScore() > GlobalConfigs.GameSetting.MaxRound // 2
|
||||
-- or #UGCTeamSystem.GetPlayerKeysByTeamID(1) < 1 or #UGCTeamSystem.GetPlayerKeysByTeamID(2) < 1
|
||||
-- or UGCGameSystem.GameState:GettNextChallenge() == nil
|
||||
return UGCGameSystem.GameState:IsFinishRound() or UGCGameSystem.GameState:GetNextChallenge() == nil
|
||||
end
|
||||
|
||||
--其他逻辑可修改替换 ------------------------
|
||||
@ -63,18 +65,18 @@ end
|
||||
|
||||
function EventAction_RoundEnd:OtherGameFinishLogic()
|
||||
-- 调换出生点
|
||||
if GlobalConfigs.GameSetting.ActiveChangeTeam then
|
||||
if UGCGameSystem.GameState:GetRoundCount() == GlobalConfigs.GameSetting.MaxRound // 2 then
|
||||
local AllPC = UGCGameSystem.GetAllPlayerController()
|
||||
for i, PC in pairs(AllPC) do
|
||||
if PC:GetStartPointType() == EPlayerStartType.Team1 then
|
||||
PC:SetStartPointType(EPlayerStartType.Team2)
|
||||
else
|
||||
PC:SetStartPointType(EPlayerStartType.Team1)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
--if GlobalConfigs.GameSetting.ActiveChangeTeam then
|
||||
-- if UGCGameSystem.GameState:GetRoundCount() == GlobalConfigs.GameSetting.MaxRound // 2 then
|
||||
-- local AllPC = UGCGameSystem.GetAllPlayerController()
|
||||
-- for i, PC in pairs(AllPC) do
|
||||
-- if PC:GetStartPointType() == EPlayerStartType.Team1 then
|
||||
-- PC:SetStartPointType(EPlayerStartType.Team2)
|
||||
-- else
|
||||
-- PC:SetStartPointType(EPlayerStartType.Team1)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--end
|
||||
end
|
||||
|
||||
|
||||
|
@ -124,7 +124,7 @@ function EventAction_WaitingPlayer:OtherFinishLogic()
|
||||
UGCEventSystem.SendEvent(EventEnum.UpdatePlayerStartList)
|
||||
|
||||
-- 选出挑战者
|
||||
UGCGameSystem.GameState:ElectChallengePlayer()
|
||||
-- UGCGameSystem.GameState:ElectChallengePlayer()
|
||||
-- 广播提示XXX成为挑战者
|
||||
|
||||
-- 显示武器选择界面
|
||||
|
@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
|
||||
end
|
||||
end
|
||||
|
||||
--- 通过路径获取DataTable
|
||||
---@param DataTablePath string
|
||||
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
|
||||
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
|
||||
local ResDataTable = Gameplay.GetTable(DataTablePath)
|
||||
|
||||
if ToNumberKey then
|
||||
local Res = {}
|
||||
for i, v in pairs(ResDataTable) do
|
||||
Res[tonumber(i)] = v
|
||||
end
|
||||
return Res
|
||||
else
|
||||
return ResDataTable
|
||||
end
|
||||
end
|
||||
|
||||
---@param AssetPath:string
|
||||
---@param SaveAsset:bool 是否保存
|
||||
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
|
||||
|
@ -134,7 +134,7 @@ WidgetConfig.Configs = {
|
||||
ShowOnce = false,
|
||||
},
|
||||
[WidgetConfig.EUIType.Settlement] = {
|
||||
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'),
|
||||
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_Settlement_2.WB_Settlement_2_C'),
|
||||
Layer = WidgetConfig.EUILayerGroup.High,
|
||||
ShowOnce = false,
|
||||
},
|
||||
|
@ -1,6 +1,7 @@
|
||||
---@class WB_PlayerHead_48_C:UUserWidget
|
||||
---@field Border_HeadMain UBorder
|
||||
---@field Common_Avatar_BP_C_0 UCommon_Avatar_BP_C
|
||||
---@field Overlay_Dead UOverlay
|
||||
---@field Overlay_KnockedDown UOverlay
|
||||
---@field ProgressBar_Health UProgressBar
|
||||
---@field WidgetSwitcher_Frame UWidgetSwitcher
|
||||
@ -107,11 +108,13 @@ function WB_PlayerHead_48:UpdateWidgetState(InPlayerHeadState)
|
||||
end
|
||||
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed)
|
||||
self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1})
|
||||
self.Overlay_Dead:SetVisibility(ESlateVisibility.Collapsed)
|
||||
elseif self.PlayerHeadState == EPlayerHeadInfoState.Death then
|
||||
-- 死亡
|
||||
self.ProgressBar_Health:SetVisibility(ESlateVisibility.Collapsed)
|
||||
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.Collapsed)
|
||||
self.Border_HeadMain:SetContentColorAndOpacity({R=0.281250,G=0.281250,B=0.281250,A=1.000000})
|
||||
self.Overlay_Dead:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
|
||||
elseif self.PlayerHeadState == EPlayerHeadInfoState.KnockedDown then
|
||||
-- 倒地
|
||||
if self.IsShowHealth then
|
||||
@ -120,6 +123,7 @@ function WB_PlayerHead_48:UpdateWidgetState(InPlayerHeadState)
|
||||
end
|
||||
self.Overlay_KnockedDown:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
|
||||
self.Border_HeadMain:SetContentColorAndOpacity({R=1,G=1,B=1,A=1})
|
||||
self.Overlay_Dead:SetVisibility(ESlateVisibility.Collapsed)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
87
IWantToHitfour/Script/UI/Settlement/WB_Settlement_2.lua
Normal file
87
IWantToHitfour/Script/UI/Settlement/WB_Settlement_2.lua
Normal file
@ -0,0 +1,87 @@
|
||||
---@class WB_Settlement_2_C:UUserWidget
|
||||
---@field Button_AutoReturnToLobby UButton
|
||||
---@field Button_share UButton
|
||||
---@field Image_Left UImage
|
||||
---@field Image_Right UImage
|
||||
---@field Image_titlebg UImage
|
||||
---@field TextBlock_AutoReturnToLobby UTextBlock
|
||||
---@field TextBlock_Levels2_2 UTextBlock
|
||||
---@field UIParticleEmitter_95 UUIParticleEmitter
|
||||
---@field VerticalBox_Left UVerticalBox
|
||||
--Edit Below--
|
||||
local WB_TeamSettlement = {
|
||||
bInitDoOnce = false;
|
||||
LeftTeamType = 1;
|
||||
RightTeamType = 2;
|
||||
};
|
||||
|
||||
function WB_TeamSettlement:Construct()
|
||||
|
||||
|
||||
WidgetLibrary.BindButtonClicked(self.Button_AutoReturnToLobby, self.Button_AutoReturnToLobby_OnClicked, self)
|
||||
WidgetLibrary.BindButtonClicked(self.Button_share, self.ShareSettlement, self)
|
||||
|
||||
for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
|
||||
local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
|
||||
ItemLeftInst:SetIndex(i + 1)
|
||||
end
|
||||
end
|
||||
|
||||
function WB_TeamSettlement:OnShowPanel()
|
||||
self:AutoReturnToLobby()
|
||||
self:UpdateRank()
|
||||
end
|
||||
|
||||
|
||||
|
||||
function WB_TeamSettlement:UpdateRank()
|
||||
UGCLogSystem.Log("[WB_TeamSettlement_UpdateRank]")
|
||||
local RankData = PlayerScoreSystem.GetRank()
|
||||
UGCLogSystem.LogTree("[WB_TeamRank_UpdateRank]", RankData)
|
||||
for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
|
||||
local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
|
||||
local PlayerKeyLeft = RankData and RankData[i + 1] or nil
|
||||
if PlayerKeyLeft then
|
||||
ItemLeftInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
|
||||
ItemLeftInst:InitRankInfo(PlayerKeyLeft)
|
||||
else
|
||||
ItemLeftInst:SetVisibility(ESlateVisibility.Collapsed)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function WB_TeamSettlement:AutoReturnToLobby()
|
||||
self.DelayReturnToLobbyTime = GlobalConfigs.GameSetting.DelayReturnToLobbyTime
|
||||
self.SettlementTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
|
||||
self.DelayReturnToLobbyTimerHandle = UGCEventSystem.SetTimerLoop(
|
||||
self,
|
||||
function ()
|
||||
local NowTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
|
||||
local ShowTime = math.floor(self.DelayReturnToLobbyTime - (NowTime - self.SettlementTime))
|
||||
ShowTime = ShowTime >= 0 and ShowTime or 0
|
||||
self.TextBlock_AutoReturnToLobby:SetText(string.format("返回大厅(%ds)", ShowTime))
|
||||
if ShowTime <= 0 then self:Button_AutoReturnToLobby_OnClicked() end
|
||||
end,
|
||||
0.5
|
||||
)
|
||||
end
|
||||
|
||||
function WB_TeamSettlement:Button_AutoReturnToLobby_OnClicked()
|
||||
-- if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.End then return end
|
||||
if self == nil or self.DoOnceReturnToLobby then return end
|
||||
if self.DelayReturnToLobbyTimerHandle then
|
||||
UGCEventSystem.StopTimer(self.DelayReturnToLobbyTimerHandle)
|
||||
self.DelayReturnToLobbyTimerHandle = nil
|
||||
end
|
||||
self.DoOnceReturnToLobby = true
|
||||
UGCGameSystem.ReturnToLobby()
|
||||
UGCLogSystem.Log("[WB_TeamSettlement_Button_AutoReturnToLobby_OnClicked]")
|
||||
end
|
||||
|
||||
--- 分享战绩
|
||||
function WB_TeamSettlement:ShareSettlement()
|
||||
UGCWidgetManagerSystem.Share();
|
||||
end
|
||||
|
||||
return WB_TeamSettlement;
|
@ -0,0 +1,76 @@
|
||||
---@class WB_TeamSettlementItem_2_C:UUserWidget
|
||||
---@field Button_Result_AddFriend UButton
|
||||
---@field Image_0 UImage
|
||||
---@field Image_PlayerIcon UImage
|
||||
---@field TextBlock_Deaths UTextBlock
|
||||
---@field TextBlock_Kills UTextBlock
|
||||
---@field TextBlock_PlayerName UTextBlock
|
||||
---@field TextBlock_RankNum UTextBlock
|
||||
---@field WidgetSwitcher_IsLocalPlayer UWidgetSwitcher
|
||||
--Edit Below--
|
||||
---@type WB_TeamSettlementItem_C
|
||||
local WB_TeamSettlementItem = {
|
||||
bInitDoOnce = false;
|
||||
PlayerKey = -1;
|
||||
};
|
||||
|
||||
function WB_TeamSettlementItem:LuaInit()
|
||||
if self.bInitDoOnce then
|
||||
return;
|
||||
end
|
||||
self.bInitDoOnce = true;
|
||||
WidgetLibrary.BindButtonClicked(self.Button_Result_AddFriend, self.AddFriend, self)
|
||||
end
|
||||
|
||||
function WB_TeamSettlementItem:SetIndex(Index)
|
||||
self.TextBlock_RankNum:SetText(tostring(Index));
|
||||
end
|
||||
|
||||
function WB_TeamSettlementItem:SetTeam(TeamType)
|
||||
-- UGCLogSystem.Log("[WB_TeamRankItem_SetTeam]")
|
||||
local TeamColor = TeamConfig.TeamColor[TeamType]
|
||||
-- 设置队伍颜色
|
||||
if TeamColor then
|
||||
self.TextBlock_RankNum:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule = 0})
|
||||
self.TextBlock_PlayerName:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule = 0})
|
||||
else
|
||||
UGCLogSystem.LogError("[WB_TeamRankItem_SetTeam] TeamType:%s, TeamColorType: %s", tostring(TeamType), type(TeamColor))
|
||||
end
|
||||
end
|
||||
|
||||
function WB_TeamSettlementItem:InitRankInfo(PlayerKey)
|
||||
self:LuaInit()
|
||||
self.PlayerKey = PlayerKey
|
||||
if self.PlayerKey == UGCSystemLibrary.GetLocalPlayerKey() then
|
||||
self.WidgetSwitcher_IsLocalPlayer:SetActiveWidgetIndex(1)
|
||||
self.Button_Result_AddFriend:SetVisibility(ESlateVisibility.Collapsed)
|
||||
else
|
||||
self.WidgetSwitcher_IsLocalPlayer:SetActiveWidgetIndex(0)
|
||||
end
|
||||
|
||||
local PlayerName = UGCGameSystem.GameState:GetPlayerNameByPlayerKey(self.PlayerKey);
|
||||
--local RankNum = UGCGameSystem.GameState:GetPlayerRankByPlayerKey(self.PlayerKey)
|
||||
local Kills = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Kills)
|
||||
local Damage = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Damage)
|
||||
|
||||
local Deaths = PlayerScoreSystem.GetPlayerScoreDataFromType(PlayerKey, PlayerScoreSystem.Config.EScoreType.Deaths)
|
||||
|
||||
self.TextBlock_PlayerName:SetText(PlayerName);
|
||||
--self.TextBlock_RankNum:SetText(tostring(RankNum));
|
||||
|
||||
|
||||
--self.TextBlock_Kills:SetText(tostring(Kills));
|
||||
self.TextBlock_Kills:SetText(math.floor(Damage));
|
||||
self.TextBlock_Deaths:SetText(tostring(Deaths));
|
||||
|
||||
UGCSystemLibrary.DownloadImageToUImage(self.Image_PlayerIcon, UGCGameSystem.GameState:GetHeadIconByPlayerKey(PlayerKey), true);
|
||||
end
|
||||
|
||||
function WB_TeamSettlementItem:AddFriend()
|
||||
local TargetPlayerData = UGCGameSystem.GameState.PlayerPersonalInfos[self.PlayerKey]
|
||||
if TargetPlayerData then
|
||||
UGCGameSystem.AddFriend(TargetPlayerData.UID)
|
||||
end
|
||||
end
|
||||
|
||||
return WB_TeamSettlementItem;
|
@ -0,0 +1,209 @@
|
||||
---@class W_TeamScore_RoundMode_3_C:UUserWidget
|
||||
---@field HorizontalBox_EnemyTeamPlayers UHorizontalBox
|
||||
---@field HorizontalBox_SelfTeamPlayers UHorizontalBox
|
||||
---@field NewButton_TC_ScoreBoard UNewButton
|
||||
---@field TextBlock_EnemyAlive UTextBlock
|
||||
---@field TextBlock_LeftPlayerCount UTextBlock
|
||||
---@field TextBlock_RightPlayerCount UTextBlock
|
||||
---@field TextBlock_Round UTextBlock
|
||||
---@field TextBlock_SelfTeamAlive UTextBlock
|
||||
---@field WidgetSwitcher_AliveState UWidgetSwitcher
|
||||
---@field WidgetSwitcher_EnemyTextTip UWidgetSwitcher
|
||||
---@field WidgetSwitcher_SelfTextTip UWidgetSwitcher
|
||||
--Edit Below--
|
||||
---@type W_TeamScore_RoundMode_3_C
|
||||
local W_TeamScore_RoundMode_3 = {
|
||||
bInitDoOnce = false;
|
||||
TeamLessThanOneMinute = true;
|
||||
LeftTeamID = 1;
|
||||
RightTeamID = 2;
|
||||
UpdateFPS = 1.;
|
||||
LocalPlayerIsInBattle = false;
|
||||
};
|
||||
|
||||
function W_TeamScore_RoundMode_3:OnShowPanel()
|
||||
if self.LoopUpdateHandle == nil then
|
||||
self.LoopUpdateHandle = UGCEventSystem.SetTimerLoop(self, self.LoopUpdate, 1. / self.UpdateFPS)
|
||||
end
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:OnClosePanel()
|
||||
if self.LoopUpdateHandle then
|
||||
UGCEventSystem.StopTimer(self.LoopUpdateHandle)
|
||||
self.LoopUpdateHandle = nil
|
||||
end
|
||||
|
||||
if WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.Ranking) then
|
||||
WidgetManager:ClosePanel(WidgetConfig.EUIType.Ranking)
|
||||
end
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:Construct()
|
||||
UGCLogSystem.Log("[W_TeamScore_RoundMode_3_Construct]")
|
||||
WidgetLibrary.BindButtonClicked(self.NewButton_TC_ScoreBoard, self.ShowRankingWidget, self)
|
||||
UGCEventSystem.AddListener(EventEnum.UpdateTeamScore, self.UpdateTeamScore, self)
|
||||
UGCEventSystem.AddListener(EventEnum.UpdatePlayerInfo, self.UpdateLocalPlayerTeam, self)
|
||||
UGCEventSystem.AddListener(EventEnum.PlayerIsAliveIsChange, self.UpdatePlayerAliveCount, self)
|
||||
UGCEventSystem.AddListener(EventEnum.NewRound, self.UpdateRoundCount, self)
|
||||
|
||||
|
||||
-- 显示己方队伍血量
|
||||
for i = 1, self.HorizontalBox_SelfTeamPlayers:GetChildrenCount() do
|
||||
local Item = self.HorizontalBox_SelfTeamPlayers:GetChildAt(i - 1);
|
||||
Item:SetShowHealth(true)
|
||||
Item:SetShowFrame(false)
|
||||
Item:ShowTeamFrame(1)
|
||||
end
|
||||
-- 显示设置敌方框
|
||||
for i = 1, self.HorizontalBox_EnemyTeamPlayers:GetChildrenCount() do
|
||||
local Item = self.HorizontalBox_EnemyTeamPlayers:GetChildAt(i - 1);
|
||||
Item:SetShowFrame(false)
|
||||
Item:ShowTeamFrame(2)
|
||||
end
|
||||
|
||||
self:UpdateLocalPlayerTeam()
|
||||
self:UpdateTeamScore()
|
||||
self:UpdateRoundCount(UGCGameSystem.GameState:GetRoundCount())
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:LoopUpdate()
|
||||
local LocalPawn = UGCSystemLibrary.GetLocalPlayerPawn()
|
||||
--if UE.IsValid(LocalPawn) and not UGCPawnSystem.HasPawnState(LocalPawn, EPawnState.Dead) and not UGCGameSystem.GameState:IsReadyState() then
|
||||
-- self:ChangeScorePanelState(true)
|
||||
--else
|
||||
-- self:ChangeScorePanelState(false)
|
||||
--end
|
||||
self:ChangeScorePanelState(false)
|
||||
local AllPawn = UGCGameSystem.GetAllPlayerPawn()
|
||||
local TeamAliveCount = {}
|
||||
for i, v in pairs(AllPawn) do
|
||||
if UE.IsValid(v) and not UGCPawnSystem.HasPawnState(v, EPawnState.Dead) then
|
||||
local PlayerKey = v.PlayerKey
|
||||
if PlayerKey then
|
||||
local TeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(PlayerKey)
|
||||
if TeamAliveCount[TeamID] == nil then
|
||||
TeamAliveCount[TeamID] = 0
|
||||
end
|
||||
TeamAliveCount[TeamID] = TeamAliveCount[TeamID] + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local LeftCount = TeamAliveCount[self.LeftTeamID]
|
||||
local RightCount = TeamAliveCount[self.RightTeamID]
|
||||
LeftCount = (LeftCount and LeftCount or 0)
|
||||
RightCount = (RightCount and RightCount or 0)
|
||||
|
||||
self.TextBlock_LeftPlayerCount:SetText(LeftCount)
|
||||
self.TextBlock_RightPlayerCount:SetText(RightCount)
|
||||
self.TextBlock_SelfTeamAlive:SetText(LeftCount)
|
||||
self.TextBlock_EnemyAlive:SetText(RightCount)
|
||||
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:ChangeScorePanelState(InLocalPlayerIsInBattle)
|
||||
if self.LocalPlayerIsInBattle ~= InLocalPlayerIsInBattle then
|
||||
-- UGCLogSystem.Log("[W_TeamScore_RoundMode_3_ChangeScorePanelState] InLocalPlayerIsInBattle:%s", tostring(InLocalPlayerIsInBattle))
|
||||
self.LocalPlayerIsInBattle = InLocalPlayerIsInBattle
|
||||
if self.LocalPlayerIsInBattle then
|
||||
--self.CanvasPanel_EnemyAlive:SetVisibility(ESlateVisibility.Collapsed)
|
||||
--self.CanvasPanel_SelfAlive:SetVisibility(ESlateVisibility.Collapsed)
|
||||
self.WidgetSwitcher_SelfTextTip:SetActiveWidgetIndex(1)
|
||||
self.WidgetSwitcher_EnemyTextTip:SetActiveWidgetIndex(1)
|
||||
self.WidgetSwitcher_AliveState:SetActiveWidgetIndex(1)
|
||||
else
|
||||
--self.CanvasPanel_EnemyAlive:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
|
||||
--self.CanvasPanel_SelfAlive:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
|
||||
self.WidgetSwitcher_SelfTextTip:SetActiveWidgetIndex(0)
|
||||
self.WidgetSwitcher_EnemyTextTip:SetActiveWidgetIndex(0)
|
||||
self.WidgetSwitcher_AliveState:SetActiveWidgetIndex(0)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:UpdateLocalPlayerTeam()
|
||||
-- 判断己方是team2还是team1
|
||||
local LocalPlayerTeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey())
|
||||
if LocalPlayerTeamID == TeamConfig.TeamType.CT then
|
||||
self.LeftTeamID, self.RightTeamID = 1, 2
|
||||
else
|
||||
self.LeftTeamID, self.RightTeamID = 2, 1
|
||||
end
|
||||
|
||||
local SelfTeamPlayers = UGCGameSystem.GameState:GetTeamPlayer(self.LeftTeamID)
|
||||
local EnemyTeamPlayers = UGCGameSystem.GameState:GetTeamPlayer(self.RightTeamID)
|
||||
|
||||
for i = 1, self.HorizontalBox_SelfTeamPlayers:GetChildrenCount() do
|
||||
local Item = self.HorizontalBox_SelfTeamPlayers:GetChildAt(i - 1);
|
||||
Item:UpdatePlayerInfo(SelfTeamPlayers[i])
|
||||
end
|
||||
for i = 1, self.HorizontalBox_EnemyTeamPlayers:GetChildrenCount() do
|
||||
local Item = self.HorizontalBox_EnemyTeamPlayers:GetChildAt(i - 1);
|
||||
Item:UpdatePlayerInfo(EnemyTeamPlayers[i])
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- 更新比分
|
||||
function W_TeamScore_RoundMode_3:UpdateTeamScore()
|
||||
local LeftTeamScore = UGCGameSystem.GameState:GetTeamScore(self.LeftTeamID)
|
||||
local RightTeamScore = UGCGameSystem.GameState:GetTeamScore(self.RightTeamID)
|
||||
|
||||
end
|
||||
|
||||
--- 显示排行榜UI
|
||||
function W_TeamScore_RoundMode_3:ShowRankingWidget()
|
||||
if WidgetManager:IsVisiblePanel(WidgetConfig.EUIType.Ranking) then
|
||||
WidgetManager:ClosePanel(WidgetConfig.EUIType.Ranking)
|
||||
else
|
||||
WidgetManager:ShowPanel(WidgetConfig.EUIType.Ranking, false)
|
||||
end
|
||||
end
|
||||
|
||||
--- 更新显示时间
|
||||
function W_TeamScore_RoundMode_3:UpdateShowTime()
|
||||
local Time = UGCGameSystem.GameState:GetGameTime()
|
||||
self:CheckAddTip(Time)
|
||||
self.TextBlock_RemainTime:SetText(UGCSystemLibrary.formatTime(Time, true))
|
||||
end
|
||||
|
||||
--- 判断是否要结束时给予提示
|
||||
function W_TeamScore_RoundMode_3:CheckAddTip(Time)
|
||||
if UGCGameSystem.GameState:GetGameStateType() ~= CustomEnum.EGameState.Playing then
|
||||
return
|
||||
end
|
||||
local TeamLessThanOneMinute = false
|
||||
if Time <= 60 then
|
||||
TeamLessThanOneMinute = true
|
||||
end
|
||||
|
||||
if self.LessThanOneMinute ~= TeamLessThanOneMinute then
|
||||
self.LessThanOneMinute = TeamLessThanOneMinute
|
||||
if self.LessThanOneMinute then
|
||||
UGCEventSystem.SendEvent(EventEnum.AddTip, TipConfig.TipType.OneMinuteRemaining)
|
||||
--- 播放即将结束的音乐
|
||||
SoundSystem.PlaySound(SoundSystem.ESound.AboutToEnd)
|
||||
self.DoOnceTip1min = false
|
||||
self.TextBlock_RemainTime:SetColorAndOpacity({SpecifiedColor = {R = 1, G = 0, B = 0, A = 1}, ColorUseRule = 0})
|
||||
else
|
||||
self.TextBlock_RemainTime:SetColorAndOpacity({SpecifiedColor = {R = 1, G = 1, B = 1, A = 1}, ColorUseRule = 0})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:UpdatePlayerAliveCount()
|
||||
local LeftCount = UGCGameSystem.GameState:GetTeamAlivePlayerCount(self.LeftTeamID)
|
||||
local RightCount = UGCGameSystem.GameState:GetTeamAlivePlayerCount(self.RightTeamID)
|
||||
self.TextBlock_LeftPlayerCount:SetText(LeftCount)
|
||||
self.TextBlock_RightPlayerCount:SetText(RightCount)
|
||||
self.TextBlock_SelfTeamAlive:SetText(LeftCount)
|
||||
self.TextBlock_EnemyAlive:SetText(RightCount)
|
||||
end
|
||||
|
||||
function W_TeamScore_RoundMode_3:UpdateRoundCount(InRound)
|
||||
self.TextBlock_Round:SetText(InRound .. " / " .. GlobalConfigs.GameSetting.MaxRound)
|
||||
--self.TextBlock_Round:SetText(InRound)
|
||||
end
|
||||
|
||||
return W_TeamScore_RoundMode_3;
|
@ -1,8 +1,7 @@
|
||||
---@class WB_FightPanel_C:UAEUserWidget
|
||||
---@field Button_ShowGuide UButton
|
||||
---@field NewButton_GM UNewButton
|
||||
---@field W_TeamScore_RoundMode UW_TeamScore_RoundMode_C
|
||||
---@field W_TeamScore_RoundMode_2 UW_TeamScore_RoundMode_2_C
|
||||
---@field W_TeamScore_RoundMode_3 UW_TeamScore_RoundMode_3_C
|
||||
---@field WB_HP UWB_HP_C
|
||||
---@field WidgetSwitcher_0 UWidgetSwitcher
|
||||
--Edit Below--
|
||||
@ -25,13 +24,12 @@ function WB_FightPanel:LuaInit()
|
||||
end
|
||||
|
||||
function WB_FightPanel:OnShowPanel()
|
||||
self.W_TeamScore_RoundMode_2:OnShowPanel()
|
||||
self.W_TeamScore_RoundMode:OnShowPanel()
|
||||
self.W_TeamScore_RoundMode_3:OnShowPanel()
|
||||
end
|
||||
|
||||
function WB_FightPanel:OnClosePanel()
|
||||
self.W_TeamScore_RoundMode_2:OnClosePanel()
|
||||
self.W_TeamScore_RoundMode:OnClosePanel()
|
||||
self.W_TeamScore_RoundMode_3:OnClosePanel()
|
||||
-- self.W_TeamScore_RoundMode:OnClosePanel()
|
||||
end
|
||||
|
||||
|
||||
|
Binary file not shown.
Binary file not shown.
@ -153,6 +153,23 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
|
||||
end
|
||||
end
|
||||
|
||||
--- 通过路径获取DataTable
|
||||
---@param DataTablePath string
|
||||
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
|
||||
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
|
||||
local ResDataTable = Gameplay.GetTable(DataTablePath)
|
||||
|
||||
if ToNumberKey then
|
||||
local Res = {}
|
||||
for i, v in pairs(ResDataTable) do
|
||||
Res[tonumber(i)] = v
|
||||
end
|
||||
return Res
|
||||
else
|
||||
return ResDataTable
|
||||
end
|
||||
end
|
||||
|
||||
---@param AssetPath:string
|
||||
---@param SaveAsset:bool 是否保存
|
||||
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
|
||||
|
Binary file not shown.
@ -158,16 +158,20 @@ function UGCSystemLibrary.AsyncLoadAsset(AssetPath, CallBackFunc, Obj, SaveAsset
|
||||
end
|
||||
end
|
||||
|
||||
---@param AssetPath:string
|
||||
---@param SaveAsset:bool 是否保存
|
||||
function UGCSystemLibrary.LoadAsset(AssetPath, SaveAsset)
|
||||
if SaveAsset == nil then SaveAsset = true end
|
||||
if not UE.IsValid(UGCSystemLibrary.CacheAsset[AssetPath]) then
|
||||
local TargetAsset = UE.LoadObject(AssetPath)
|
||||
if SaveAsset and UE.IsValid(TargetAsset) then UGCSystemLibrary.CacheAsset[AssetPath] = TargetAsset end
|
||||
return TargetAsset
|
||||
--- 通过路径获取DataTable
|
||||
---@param DataTablePath string
|
||||
---@param ToNumberKey bool 是否将Key值转化为Number类型再返回
|
||||
function UGCSystemLibrary.GetDataTableFromPath(DataTablePath, ToNumberKey)
|
||||
local ResDataTable = Gameplay.GetTable(DataTablePath)
|
||||
|
||||
if ToNumberKey then
|
||||
local Res = {}
|
||||
for i, v in pairs(ResDataTable) do
|
||||
Res[tonumber(i)] = v
|
||||
end
|
||||
return Res
|
||||
else
|
||||
return UGCSystemLibrary.CacheAsset[AssetPath]
|
||||
return ResDataTable
|
||||
end
|
||||
end
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user