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and b/SoloKing/ExtendResource/RankingList/OfficialPackage/Asset/RankingList/Blueprint/WBP_RankingListBtn.uasset differ diff --git a/SoloKing/Script/Blueprint/UGCGameState.lua b/SoloKing/Script/Blueprint/UGCGameState.lua index a252492b..4f4d80e2 100644 --- a/SoloKing/Script/Blueprint/UGCGameState.lua +++ b/SoloKing/Script/Blueprint/UGCGameState.lua @@ -74,6 +74,7 @@ function UGCGameState:GetReplicatedProperties() , { "MiniInfo", "Lazy" } , { "MiniInitData", "Lazy" } , { "MiniState", "Lazy" } + , { "SelectGameMode", "Lazy" } , "EnableShovel" end @@ -576,4 +577,16 @@ function UGCGameState:OnRep_MiniState() end end +function UGCGameState:SetSelectGameMode(InMode) + if IsServer then + self.SelectGameMode = InMode; + DOREPONCE(self, "SelectGameMode"); + end +end + +function UGCGameState:OnRep_SelectGameMode() + if self.SelectGameMode == nil then return; end + GlobalModeType = self.SelectGameMode; +end + return UGCGameState; diff --git a/SoloKing/Script/Blueprint/UGCPlayerController.lua b/SoloKing/Script/Blueprint/UGCPlayerController.lua index b720bb8b..5a6992ed 100644 --- a/SoloKing/Script/Blueprint/UGCPlayerController.lua +++ b/SoloKing/Script/Blueprint/UGCPlayerController.lua @@ -380,7 +380,7 @@ function UGCPlayerController:SendWeapons(Total, InList) end end end - if table.isEmpty(InList) then return ; end + if table.isEmpty(InList) then return; end if Total == nil then UnrealNetwork.CallUnrealRPC(self, self, "SendWeapons", table.getCount(ArchiveTable[self.PlayerKey].SelectWeapons), InList); else @@ -402,7 +402,7 @@ function UGCPlayerController:SendWeapons(Total, InList) end --- 一次发送武器配件数量的rpc有多少个 -UGCPlayerController.OneSendWeaponPartsCount = 20; +UGCPlayerController.OneSendWeaponPartsCount = 10; UGCPlayerController.SendPartsTimer = nil; --- 正在发送的 IDs UGCPlayerController.InSendWeaponIds = {}; @@ -419,11 +419,15 @@ function UGCPlayerController:SendWeaponParts(InList) end else for i, v in pairs(InList) do - table.insert(self.InSendWeaponIds, i > 10000 and i or v); + table.insert(self.InSendWeaponIds, v); end end - if table.isEmpty(self.InSendWeaponIds) then return self:CloseWeaponPartsTimer(); end + + UGCLogSystem.LogTree(string.format("[UGCPlayerController:SendWeaponParts] InSendWeaponIds ="), self.InSendWeaponIds) + + if table.isEmpty(self.InSendWeaponIds) then self:CloseWeaponPartsTimer(); end self.SendPartsTimer = UGCEventSystem.SetTimerLoop(self, function() + UGCLogSystem.Log("[UGCPlayerController:SendWeaponParts] 发送 Parts") self:SendPartsRPC(); end, 0.5) end @@ -444,19 +448,23 @@ function UGCPlayerController:SendPartsRPC(InTotal, InList) local SendTable = {}; if Count <= self.OneSendWeaponPartsCount then for i, WeaponID in pairs(self.InSendWeaponIds) do - SendTable[WeaponID] = Weapons[WeaponID] or {}; + SendTable[WeaponID] = Weapons[WeaponID]; end self.InSendWeaponIds = {}; self:CloseWeaponPartsTimer(); else for i = 1, self.OneSendWeaponPartsCount do local WeaponID = self.InSendWeaponIds[1]; - SendTable[WeaponID] = Weapons[WeaponID] or {}; + SendTable[WeaponID] = Weapons[WeaponID]; table.remove(self.InSendWeaponIds, 1); end end + UGCLogSystem.LogTree(string.format("[UGCPlayerController:SendPartsRPC] SendTable ="), SendTable) + if table.isEmpty(SendTable) then return; end UnrealNetwork.CallUnrealRPC(self, self, "SendPartsRPC", InTotal or table.getCount(SendTable), SendTable); else + UGCLogSystem.Log("[UGCPlayerController:SendPartsRPC] 接收到 Total = %s", tostring(InTotal)); + table.printTable(InList) if table.isEmpty(ArchiveTable[self.PlayerKey]) then ArchiveTable[self.PlayerKey] = {}; end if table.isEmpty(ArchiveTable[self.PlayerKey].Weapons) then ArchiveTable[self.PlayerKey].Weapons = {}; end for WeaponID, Parts in pairs(InList) do @@ -465,6 +473,7 @@ function UGCPlayerController:SendPartsRPC(InTotal, InList) -- 查看是否完全了 if table.getCount(ArchiveTable[self.PlayerKey].Weapons) == InTotal or InTotal == -1 then -- 更新存档武器 + UGCEventSystem.SendEvent(EventTypes.UpdateArchiveData, ArchiveTable); end end end diff --git a/SoloKing/Script/Blueprint/UGCPlayerPawn.lua b/SoloKing/Script/Blueprint/UGCPlayerPawn.lua index f42716d8..b43628e3 100644 --- a/SoloKing/Script/Blueprint/UGCPlayerPawn.lua +++ b/SoloKing/Script/Blueprint/UGCPlayerPawn.lua @@ -321,7 +321,6 @@ end --- 更新武器配件 function UGCPlayerPawn:UpdateWeaponParts(WeaponID, WeaponParts) ArchiveTable[self.PlayerKey].Weapons[WeaponID] = WeaponParts; - local Weapons = {}; for i, Enum in pairs(AllWeaponEnums) do local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(self, Enum); @@ -346,6 +345,16 @@ function UGCPlayerPawn:UpdateWeaponParts(WeaponID, WeaponParts) UGCLogSystem.LogError("[UGCPlayerPawn:UpdateWeaponParts] 当前武器跟设置的武器不相同,检查一下, WeaponID : %d", WeaponID); end end + + UnrealNetwork.CallUnrealRPC(self:GetPlayerControllerSafety(), self, "RecvWeaponParts", WeaponID, WeaponParts); +end + +function UGCPlayerPawn:RecvWeaponParts(WeaponID, Parts) + if table.isEmpty(ArchiveTable[LocalPlayerKey]) then ArchiveTable[LocalPlayerKey] = {}; end + if table.isEmpty(ArchiveTable[LocalPlayerKey].Weapons) then ArchiveTable[LocalPlayerKey].Weapons = {}; end + ArchiveTable[LocalPlayerKey].Weapons[WeaponID] = Parts; + UGCLogSystem.LogTree(string.format("[UGCPlayerPawn:RecvWeaponParts] Parts ="), Parts) + UGCEventSystem.SendEvent(EventTypes.UpdateWeapons, WeaponID) end --- 发送 RPC 进行再次同步 diff --git a/SoloKing/Script/Global/EventTypes.lua b/SoloKing/Script/Global/EventTypes.lua index 685ab688..4d236ffa 100644 --- a/SoloKing/Script/Global/EventTypes.lua +++ b/SoloKing/Script/Global/EventTypes.lua @@ -39,4 +39,5 @@ EventTypes = EventTypes or { AllLastGamesAlready = CountTable(); -- 所有存档数据准备就绪 AllSelectWeaponsAlready = CountTable(); -- 所有存档数据准备就绪 UpdateEnterWeapons = CountTable(); -- 所有存档数据准备就绪 + UpdateWeapons = CountTable(); -- 所有存档数据准备就绪 } diff --git a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua index 1b11dd32..36daf679 100644 --- a/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua +++ b/SoloKing/Script/Global/Mini/Script/Mini_Solo.lua @@ -1417,8 +1417,10 @@ function Mini_Solo:OnRoundFormalStart() self:PlayerAddWeapon(PlayerKey, self.CurrWeaponItem[PlayerKey]); end end + -- 移除对应的东西 self:DOREPONCE("SelectWeapons"); + GameState:SetSelectGameMode(self.ModeType); UGCLogSystem.LogTree(string.format("[Mini_Solo:OnRoundFormalStart] SelectWeapons End"), self.SelectWeapons) else UGCLogSystem.Log("[Mini_Solo:OnRoundFormalStart] 娱乐模式") diff --git a/SoloKing/Script/Global/Table/WeaponTable.lua b/SoloKing/Script/Global/Table/WeaponTable.lua index 35055557..aaea4b3f 100644 --- a/SoloKing/Script/Global/Table/WeaponTable.lua +++ b/SoloKing/Script/Global/Table/WeaponTable.lua @@ -243,7 +243,7 @@ EnglishNamedWeapon = { WeaponTypeParts = { [EWeaponPartType.Muzzle] = { 201001, 201002, 201003, 201004, 201005, 201006, 201007, 201008, 201009, 201010, 201011, 201012, 201050, 201051 }, [EWeaponPartType.Grip] = { 202001, 202002, 202004, 202005, 202006, 202007 }, - [EWeaponPartType.Telescope] = { 203001, 203002, 203003, 203004, 203005, 203014, 203015, 203018, 203023, 203024, 203104 }, + [EWeaponPartType.Telescope] = { 203001, 203002, 203003, 203004, 203005, 203014, 203015, 203023, 203024, 203104 }, [EWeaponPartType.Magazine] = { 204001, 204002, 204003, 204004, 204005, 204006, 204007, 204008, 204009, 204010, 204011, 204012, 204013, 204014, 204015, 204016, 204017 }, [EWeaponPartType.ButtStock] = { 205001, 205002, 205003, 205004, }, [EWeaponPartType.SubTelescope] = { 203018, }, @@ -389,11 +389,11 @@ WeaponParts = { }, [203018] = { ID = 203018, - Type = EWeaponPartType.Telescope, + Type = EWeaponPartType.SubTelescope, -- Name = "侧面瞄准镜", }, -- [203023] = { ID = 203023, Type = EWeaponPartType.Telescope, Name = "红点UV瞄准镜", WrapperClass = , - -- Icon = "/Game/Arts/UI/TableIcons/ItemIcon/Attach/Icon_MZJ_HD.Icon_MZJ_HD", }, + -- }, -- [203024] = { ID = 203024, Type = EWeaponPartType.Telescope, Name = "全息UV瞄准镜", WrapperClass = , -- Icon = "/Game/Arts/UI/TableIcons/ItemIcon/Attach/Icon_MZJ_QX.Icon_MZJ_QX", }, [204001] = { diff --git a/SoloKing/Script/UI/SelectWeapons/Item/WB_WeaponItem.lua b/SoloKing/Script/UI/SelectWeapons/Item/WB_WeaponItem.lua index 7a9ffad6..34c12b9e 100644 --- a/SoloKing/Script/UI/SelectWeapons/Item/WB_WeaponItem.lua +++ b/SoloKing/Script/UI/SelectWeapons/Item/WB_WeaponItem.lua @@ -25,6 +25,12 @@ function WB_WeaponItem:LuaInit() self.bInitDoOnce = true -- 在这里修改 存档中的武器配件存档修改同步后触发 CustomWeaponParts = {[WeaponID] = {PartID, PartID, PartID, ...}, ...} -- UGCEventSystem.AddListener(ArchiveDataConfig.GetParamNotifyEvent(ArchiveDataConfig.EArchiveType.CustomWeaponParts), self.SetWeaponID, self) + UGCEventSystem.AddListener(EventTypes.UpdateWeapons, self.OnUpdateWeapons, self) +end + +function WB_WeaponItem:OnUpdateWeapons(Weapon) + UGCLogSystem.Log("[WB_WeaponItem:OnUpdateWeapons] 更新 WeaponID = %s", tostring(Weapon)); + self:SetWeaponID(self.WeaponID); end function WB_WeaponItem:SetWeaponID(WeaponID) @@ -34,13 +40,8 @@ function WB_WeaponItem:SetWeaponID(WeaponID) end local Parts = MyWeaponSystem.GetWeaponBastParts(self.WeaponID) local PartList = UE.GetLocalArchiveData("Weapons") - local CustomWeaponParts = nil; - if PartList then - CustomWeaponParts = PartList[self.WeaponID]; - end - - if CustomWeaponParts and CustomWeaponParts[self.WeaponID] then - Parts = CustomWeaponParts[self.WeaponID] + if PartList and PartList[self.WeaponID] then + Parts = PartList[self.WeaponID] UGCLogSystem.LogTree("[WB_WeaponItem_SetWeaponID] Parts:", Parts) end if Parts then diff --git a/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveOtherWeaponItem.lua b/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveOtherWeaponItem.lua index 9b75d492..3bcc85df 100644 --- a/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveOtherWeaponItem.lua +++ b/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveOtherWeaponItem.lua @@ -9,9 +9,9 @@ ---@field TextBlock_WeaponName UTextBlock --Edit Below-- local WB_SaveOtherWeaponItem = { - bInitDoOnce = false; - PartTypeToPartItem = {}; - IsSelected = false; + bInitDoOnce = false; + PartTypeToPartItem = {}; + IsSelected = false; }; --[==[ Construct @@ -30,176 +30,184 @@ end function WB_SaveOtherWeaponItem:LuaInit() if self.bInitDoOnce then - return; + return ; end self.bInitDoOnce = true; WidgetLibrary.BindButtonClicked(self.NewButton_Select, self.ClickSelect, self) + + -- 设置配件类型 + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + Item:LuaInit() + Item:SetPartType(PartTypeDisplayOrder[i]) + Item:BindSelectCallBack(self.ClickPart, self) + if PartTypeDisplayOrder[i] then + self.PartTypeToPartItem[PartTypeDisplayOrder[i]] = Item + end + end + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + Item:LuaInit() + Item:SetSelectStyle(1) + Item:BindSelectCallBack(self.ClickSelectPart, self) + end + + UGCEventSystem.AddListener(EventTypes.UpdateWeapons, self.OnUpdateWeapons, self) +end - -- 设置配件类型 - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - Item:LuaInit() - Item:SetPartType(PartTypeDisplayOrder[i]) - Item:BindSelectCallBack(self.ClickPart, self) - if PartTypeDisplayOrder[i] then - self.PartTypeToPartItem[PartTypeDisplayOrder[i]] = Item - end - end - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:LuaInit() - Item:SetSelectStyle(1) - Item:BindSelectCallBack(self.ClickSelectPart, self) - end +function WB_SaveOtherWeaponItem:OnUpdateWeapons(WeaponID) + UGCLogSystem.Log("[WB_SaveWeaponItem:OnUpdateWeapons] WeaponID = %d", WeaponID); + self:SetWeaponID(self.WeaponID); end function WB_SaveOtherWeaponItem:SetIndex(InIndex) - self.Index = InIndex - self:LuaInit() + self.Index = InIndex + self:LuaInit() end function WB_SaveOtherWeaponItem:GetIndex() - return self.Index + return self.Index end function WB_SaveOtherWeaponItem:BindClickSelect(Func, Obj) - self.SelectCallBackFunc = Func - self.SelectCallBackObj = Obj + self.SelectCallBackFunc = Func + self.SelectCallBackObj = Obj end function WB_SaveOtherWeaponItem:ClickSelect() - -- UGCLogSystem.Log("[WB_BuffSelectItem_ClickSelect]") - if self.SelectCallBackFunc then - if self.SelectCallBackObj then - self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex()) - else - self.SelectCallBackFunc(self:GetIndex()) - end - end + -- UGCLogSystem.Log("[WB_BuffSelectItem_ClickSelect]") + if self.SelectCallBackFunc then + if self.SelectCallBackObj then + self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex()) + else + self.SelectCallBackFunc(self:GetIndex()) + end + end end function WB_SaveOtherWeaponItem:SetSelect(IsSelect) - if self.IsSelected ~= IsSelect then - self.IsSelected = IsSelect - if IsSelect then - self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible); - --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.SelfHitTestInvisible); - else - self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed); - --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.Collapsed); - -- self:SetSelectPartType(nil) - end - end + if self.IsSelected ~= IsSelect then + self.IsSelected = IsSelect + if IsSelect then + self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible); + --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.SelfHitTestInvisible); + else + self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed); + --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.Collapsed); + -- self:SetSelectPartType(nil) + end + end end function WB_SaveOtherWeaponItem:GetWeaponID() - return self.WeaponID + return self.WeaponID end function WB_SaveOtherWeaponItem:SetWeaponID(WeaponID) - if self.WeaponID ~= WeaponID then - self.WeaponID = WeaponID - local WeaponParts = MyWeaponSystem.GetWeaponBastParts(self.WeaponID) - -- 在这里修改 获取存档中的武器配件存档 CustomWeaponParts = {[WeaponID] = {PartID, PartID, PartID, ...}, ...} - -- local CustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.CustomWeaponParts) - local CustomWeaponParts = nil - - if CustomWeaponParts and CustomWeaponParts[self.WeaponID] then - WeaponParts = CustomWeaponParts[self.WeaponID] - end - local WeaponPartsMap = MyWeaponSystem.PartListToPartMap(WeaponParts) - local UpdateSelectPartsOnce = false - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - local PartType = Item:GetPartType() - local ItemID = WeaponPartsMap[PartType] - Item:SetItemID(ItemID) - -- 设置当前默认选择的Part - if ItemID and not UpdateSelectPartsOnce then - UpdateSelectPartsOnce = true - self:SetSelectPartType(PartType) - end - end - if not UpdateSelectPartsOnce then - self:SetSelectPartType(nil) - end - - MyWeaponSystem.AsyncLoadItemSmallIconToBrush(self.WeaponID, self.Image_WeaponIcon) - self.TextBlock_WeaponName:SetText(MyWeaponSystem.GetItemName(self.WeaponID)) - end + self.WeaponID = WeaponID + local WeaponParts = MyWeaponSystem.GetWeaponBastParts(self.WeaponID) + -- 在这里修改 获取存档中的武器配件存档 CustomWeaponParts = {[WeaponID] = {PartID, PartID, PartID, ...}, ...} + -- local CustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.CustomWeaponParts) + local CustomWeaponParts = nil + if not table.isEmpty(ArchiveTable[LocalPlayerKey]) then + CustomWeaponParts = ArchiveTable[LocalPlayerKey].Weapons + end + + if CustomWeaponParts and CustomWeaponParts[self.WeaponID] then + WeaponParts = CustomWeaponParts[self.WeaponID] + end + local WeaponPartsMap = MyWeaponSystem.PartListToPartMap(WeaponParts) + local UpdateSelectPartsOnce = false + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + local PartType = Item:GetPartType() + local ItemID = WeaponPartsMap[PartType] + Item:SetItemID(ItemID) + -- 设置当前默认选择的Part + if ItemID and not UpdateSelectPartsOnce then + UpdateSelectPartsOnce = true + self:SetSelectPartType(PartType) + end + end + if not UpdateSelectPartsOnce then + self:SetSelectPartType(nil) + end + + MyWeaponSystem.AsyncLoadItemSmallIconToBrush(self.WeaponID, self.Image_WeaponIcon) + self.TextBlock_WeaponName:SetText(MyWeaponSystem.GetItemName(self.WeaponID)) end function WB_SaveOtherWeaponItem:SetVisWeaponInfo(IsVis) - if IsVis then - self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.HitTestInvisible) - else - self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.Hidden) - end + if IsVis then + self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.HitTestInvisible) + else + self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.Hidden) + end end function WB_SaveOtherWeaponItem:ClickPart(PartID) - if self.IsSelected then - local PartType = MyWeaponSystem.GetPartType(PartID) - self:SetSelectPartType(PartType) - else - self:ClickSelect() - end + if self.IsSelected then + local PartType = MyWeaponSystem.GetPartType(PartID) + self:SetSelectPartType(PartType) + else + self:ClickSelect() + end end --- 设置选择修改的类型 function WB_SaveOtherWeaponItem:SetSelectPartType(InPartType) - UGCLogSystem.Log("[WB_SaveOtherWeaponItem_SetSelectPartType] InPartType:%s", tostring(InPartType)) - self.SelectPartType = InPartType - local ItemID = -1 - if self.PartTypeToPartItem[InPartType] then - ItemID = self.PartTypeToPartItem[InPartType]:GetItemID() - end - local Parts = MyWeaponSystem.GetWeaponCanUsePartFromPartType(self.WeaponID, InPartType) - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:SetItemID(Parts[i]) - Item:SetIsSelect(ItemID == Parts[i]) - end - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - Item:SetIsSelect(InPartType == Item:GetPartType()) - end + UGCLogSystem.Log("[WB_SaveOtherWeaponItem_SetSelectPartType] InPartType:%s", tostring(InPartType)) + self.SelectPartType = InPartType + local ItemID = -1 + if self.PartTypeToPartItem[InPartType] then + ItemID = self.PartTypeToPartItem[InPartType]:GetItemID() + end + local Parts = MyWeaponSystem.GetWeaponCanUsePartFromPartType(self.WeaponID, InPartType) + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + Item:SetItemID(Parts[i]) + Item:SetIsSelect(ItemID == Parts[i]) + end + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + Item:SetIsSelect(InPartType == Item:GetPartType()) + end end --- 修改显示的配件 function WB_SaveOtherWeaponItem:ClickSelectPart(PartID) - UGCLogSystem.Log("[WB_SaveOtherWeaponItem_ClickSelectPart] PartID:%s", tostring(PartID)) - local PartType = MyWeaponSystem.GetPartType(PartID) - local PartItem = self.PartTypeToPartItem[PartType] - if PartItem then - PartItem:SetItemID(PartID) - -- 设置已选择 - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:SetIsSelect(PartID == Item:GetItemID()) - end - end + UGCLogSystem.Log("[WB_SaveOtherWeaponItem_ClickSelectPart] PartID:%s", tostring(PartID)) + local PartType = MyWeaponSystem.GetPartType(PartID) + local PartItem = self.PartTypeToPartItem[PartType] + if PartItem then + PartItem:SetItemID(PartID) + -- 设置已选择 + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + Item:SetIsSelect(PartID == Item:GetItemID()) + end + end end --- 获取当前修改后的配件信息 function WB_SaveOtherWeaponItem:GetAllParts() - local Res = {} - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - local ItemID = Item:GetItemID() - if ItemID and MyWeaponSystem.IsWeaponPartValid(ItemID) then - Res[#Res + 1] = ItemID - end - end - return Res + local Res = {} + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + local ItemID = Item:GetItemID() + if ItemID and MyWeaponSystem.IsWeaponPartValid(ItemID) then + Res[#Res + 1] = ItemID + end + end + return Res end function WB_SaveOtherWeaponItem:SetWeaponSocketType(InSocketType) - self.WeaponSocketType = InSocketType + self.WeaponSocketType = InSocketType end function WB_SaveOtherWeaponItem:GetWeaponSocketType() - return self.WeaponSocketType + return self.WeaponSocketType end return WB_SaveOtherWeaponItem; \ No newline at end of file diff --git a/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveWeaponItem.lua b/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveWeaponItem.lua index 625ac11a..f707d00a 100644 --- a/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveWeaponItem.lua +++ b/SoloKing/Script/UI/SelectWeapons/SaveCustomWeaponItem/WB_SaveWeaponItem.lua @@ -9,9 +9,9 @@ ---@field TextBlock_WeaponName UTextBlock --Edit Below-- local WB_SaveWeaponItem = { - bInitDoOnce = false; - PartTypeToPartItem = {}; - IsSelected = false; + bInitDoOnce = false; + PartTypeToPartItem = {}; + IsSelected = false; }; --[==[ Construct @@ -30,181 +30,189 @@ end function WB_SaveWeaponItem:LuaInit() if self.bInitDoOnce then - return; + return ; end self.bInitDoOnce = true; WidgetLibrary.BindButtonClicked(self.NewButton_Select, self.ClickSelect, self) + + -- 设置配件类型 + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + Item:LuaInit() + Item:SetPartType(PartTypeDisplayOrder[i]) + Item:BindSelectCallBack(self.ClickPart, self) + if PartTypeDisplayOrder[i] then + self.PartTypeToPartItem[PartTypeDisplayOrder[i]] = Item + end + end + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + Item:LuaInit() + Item:SetSelectStyle(1) + Item:BindSelectCallBack(self.ClickSelectPart, self) + end + + UGCEventSystem.AddListener(EventTypes.UpdateWeapons, self.OnUpdateWeapons, self) +end - -- 设置配件类型 - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - Item:LuaInit() - Item:SetPartType(PartTypeDisplayOrder[i]) - Item:BindSelectCallBack(self.ClickPart, self) - if PartTypeDisplayOrder[i] then - self.PartTypeToPartItem[PartTypeDisplayOrder[i]] = Item - end - end - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:LuaInit() - Item:SetSelectStyle(1) - Item:BindSelectCallBack(self.ClickSelectPart, self) - end +function WB_SaveWeaponItem:OnUpdateWeapons(WeaponID) + UGCLogSystem.Log("[WB_SaveWeaponItem:OnUpdateWeapons] WeaponID = %d", WeaponID); + self:SetWeaponID(self.WeaponID); end function WB_SaveWeaponItem:SetIndex(InIndex) - self.Index = InIndex - self:LuaInit() + self.Index = InIndex + self:LuaInit() end function WB_SaveWeaponItem:GetIndex() - return self.Index + return self.Index end function WB_SaveWeaponItem:BindClickSelect(Func, Obj) - self.SelectCallBackFunc = Func - self.SelectCallBackObj = Obj + self.SelectCallBackFunc = Func + self.SelectCallBackObj = Obj end function WB_SaveWeaponItem:ClickSelect() - -- UGCLogSystem.Log("[WB_BuffSelectItem_ClickSelect]") - if self.SelectCallBackFunc then - if self.SelectCallBackObj then - self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex()) - else - self.SelectCallBackFunc(self:GetIndex()) - end - end + -- UGCLogSystem.Log("[WB_BuffSelectItem_ClickSelect]") + if self.SelectCallBackFunc then + if self.SelectCallBackObj then + self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex()) + else + self.SelectCallBackFunc(self:GetIndex()) + end + end end function WB_SaveWeaponItem:SetSelect(IsSelect) - if self.IsSelected ~= IsSelect then - self.IsSelected = IsSelect - if IsSelect then - self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible); - --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.SelfHitTestInvisible); - else - self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed); - --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.Collapsed); - -- self:SetSelectPartType(nil) - end - end + if self.IsSelected ~= IsSelect then + self.IsSelected = IsSelect + if IsSelect then + self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible); + --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.SelfHitTestInvisible); + else + self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed); + --self.CanvasPanel_SelectPartsPanel:SetVisibility(ESlateVisibility.Collapsed); + -- self:SetSelectPartType(nil) + end + end end function WB_SaveWeaponItem:GetWeaponID() - return self.WeaponID + return self.WeaponID end function WB_SaveWeaponItem:SetWeaponID(WeaponID) - if self.WeaponID ~= WeaponID then - self.WeaponID = WeaponID - local WeaponParts = MyWeaponSystem.GetWeaponBastParts(self.WeaponID) - -- 在这里修改 获取存档中的武器配件存档 CustomWeaponParts = {[WeaponID] = {PartID, PartID, PartID, ...}, ...} - -- local CustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.CustomWeaponParts) - local CustomWeaponParts = nil - - if CustomWeaponParts and CustomWeaponParts[self.WeaponID] then - WeaponParts = CustomWeaponParts[self.WeaponID] - end - local WeaponPartsMap = MyWeaponSystem.PartListToPartMap(WeaponParts) - if WeaponSuits[WeaponID] then - for i, v in pairs(WeaponSuits[WeaponID]) do - if WeaponPartsMap[i] == nil then WeaponPartsMap[i] = 0 end - end + self.WeaponID = WeaponID + local WeaponParts = MyWeaponSystem.GetWeaponBastParts(self.WeaponID) + -- 在这里修改 获取存档中的武器配件存档 CustomWeaponParts = {[WeaponID] = {PartID, PartID, PartID, ...}, ...} + -- local CustomWeaponParts = ArchiveDataConfig.GetPlayerArchiveDataFromType(UGCSystemLibrary.GetLocalPlayerKey(), ArchiveDataConfig.EArchiveType.CustomWeaponParts) + local CustomWeaponParts = nil + if not table.isEmpty(ArchiveTable[LocalPlayerKey]) then + CustomWeaponParts = ArchiveTable[LocalPlayerKey].Weapons + end + + if CustomWeaponParts and CustomWeaponParts[self.WeaponID] then + WeaponParts = CustomWeaponParts[self.WeaponID] + end + local WeaponPartsMap = MyWeaponSystem.PartListToPartMap(WeaponParts) + if WeaponSuits[WeaponID] then + for i, v in pairs(WeaponSuits[WeaponID]) do + if WeaponPartsMap[i] == nil then WeaponPartsMap[i] = 0 end end - local UpdateSelectPartsOnce = false - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - local PartType = Item:GetPartType() - local ItemID = WeaponPartsMap[PartType] - Item:SetItemID(ItemID) - -- 设置当前默认选择的Part - if ItemID and not UpdateSelectPartsOnce then - UpdateSelectPartsOnce = true - self:SetSelectPartType(PartType) - end - end - if not UpdateSelectPartsOnce then - self:SetSelectPartType(nil) - end - - MyWeaponSystem.AsyncLoadItemBigIconToBrush(self.WeaponID, self.Image_WeaponIcon) - self.TextBlock_WeaponName:SetText(MyWeaponSystem.GetItemName(self.WeaponID)) - end + end + local UpdateSelectPartsOnce = false + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + local PartType = Item:GetPartType() + local ItemID = WeaponPartsMap[PartType] + Item:SetItemID(ItemID) + -- 设置当前默认选择的Part + if ItemID and not UpdateSelectPartsOnce then + UpdateSelectPartsOnce = true + self:SetSelectPartType(PartType) + end + end + if not UpdateSelectPartsOnce then + self:SetSelectPartType(nil) + end + + MyWeaponSystem.AsyncLoadItemBigIconToBrush(self.WeaponID, self.Image_WeaponIcon) + self.TextBlock_WeaponName:SetText(MyWeaponSystem.GetItemName(self.WeaponID)) end function WB_SaveWeaponItem:SetVisWeaponInfo(IsVis) - if IsVis then - self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.HitTestInvisible) - else - self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.Hidden) - end + if IsVis then + self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.HitTestInvisible) + else + self.CanvasPanel_WeaponInfo:SetVisibility(ESlateVisibility.Hidden) + end end function WB_SaveWeaponItem:ClickPart(PartID) - if self.IsSelected then - local PartType = MyWeaponSystem.GetPartType(PartID) - self:SetSelectPartType(PartType) - else - self:ClickSelect() - end + if self.IsSelected then + local PartType = MyWeaponSystem.GetPartType(PartID) + self:SetSelectPartType(PartType) + else + self:ClickSelect() + end end --- 设置选择修改的类型 function WB_SaveWeaponItem:SetSelectPartType(InPartType) - UGCLogSystem.Log("[WB_SaveWeaponItem_SetSelectPartType] InPartType:%s", tostring(InPartType)) - self.SelectPartType = InPartType - local ItemID = -1 - if self.PartTypeToPartItem[InPartType] then - ItemID = self.PartTypeToPartItem[InPartType]:GetItemID() - end - local Parts = MyWeaponSystem.GetWeaponCanUsePartFromPartType(self.WeaponID, InPartType) - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:SetItemID(Parts[i]) - Item:SetIsSelect(ItemID == Parts[i]) - end - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - Item:SetIsSelect(InPartType == Item:GetPartType()) - end + UGCLogSystem.Log("[WB_SaveWeaponItem_SetSelectPartType] InPartType:%s", tostring(InPartType)) + self.SelectPartType = InPartType + local ItemID = -1 + if self.PartTypeToPartItem[InPartType] then + ItemID = self.PartTypeToPartItem[InPartType]:GetItemID() + end + local Parts = MyWeaponSystem.GetWeaponCanUsePartFromPartType(self.WeaponID, InPartType) + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + Item:SetItemID(Parts[i]) + --Item:SetIsSelect(ItemID == Parts[i]) + end + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + --Item:SetIsSelect(InPartType == Item:GetPartType()) + end end --- 修改显示的配件 function WB_SaveWeaponItem:ClickSelectPart(PartID) - UGCLogSystem.Log("[WB_SaveWeaponItem_ClickSelectPart] PartID:%s", tostring(PartID)) - local PartType = MyWeaponSystem.GetPartType(PartID) - local PartItem = self.PartTypeToPartItem[PartType] - if PartItem then - PartItem:SetItemID(PartID) - -- 设置已选择 - for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do - local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) - Item:SetIsSelect(PartID == Item:GetItemID()) - end - end + UGCLogSystem.Log("[WB_SaveWeaponItem_ClickSelectPart] PartID:%s", tostring(PartID)) + local PartType = MyWeaponSystem.GetPartType(PartID) + local PartItem = self.PartTypeToPartItem[PartType] + if PartItem then + PartItem:SetItemID(PartID) + -- 设置已选择 + for i = 1, self.ScrollBox_SelectParts:GetChildrenCount() do + local Item = self.ScrollBox_SelectParts:GetChildAt(i - 1) + --Item:SetIsSelect(PartID == Item:GetItemID()) + end + end end --- 获取当前修改后的配件信息 function WB_SaveWeaponItem:GetAllParts() - local Res = {} - for i = 1, self.HorizontalBox_Part:GetChildrenCount() do - local Item = self.HorizontalBox_Part:GetChildAt(i - 1) - local ItemID = Item:GetItemID() - if ItemID and MyWeaponSystem.IsWeaponPartValid(ItemID) then - Res[#Res + 1] = ItemID - end - end - return Res + local Res = {} + for i = 1, self.HorizontalBox_Part:GetChildrenCount() do + local Item = self.HorizontalBox_Part:GetChildAt(i - 1) + local ItemID = Item:GetItemID() + if ItemID and MyWeaponSystem.IsWeaponPartValid(ItemID) then + Res[#Res + 1] = ItemID + end + end + return Res end function WB_SaveWeaponItem:SetWeaponSocketType(InSocketType) - self.WeaponSocketType = InSocketType + self.WeaponSocketType = InSocketType end function WB_SaveWeaponItem:GetWeaponSocketType() - return self.WeaponSocketType + return self.WeaponSocketType end return WB_SaveWeaponItem; \ No newline at end of file diff --git a/SoloKing/Script/UI/SelectWeapons/WB_WeaponSelect_New.lua b/SoloKing/Script/UI/SelectWeapons/WB_WeaponSelect_New.lua index 5a5537d9..fbfcd35c 100644 --- a/SoloKing/Script/UI/SelectWeapons/WB_WeaponSelect_New.lua +++ b/SoloKing/Script/UI/SelectWeapons/WB_WeaponSelect_New.lua @@ -19,6 +19,7 @@ function WB_WeaponSelect_New:Construct() WidgetLibrary.BindButtonClicked(self.Button_Select, self.SelectWeapon, self) UGCEventSystem.AddListener(EventTypes.UpdateArchiveData, self.LoadArchiveTable, self); UGCEventSystem.AddListener(EventTypes.UpdateEnterWeapons, self.LoadArchiveTable, self); + UGCEventSystem.AddListener(EventTypes.UpdateWeapons, self.UpdateWeaponCombination, self); self:LoadArchiveTable(); -- 判断是否可以修改配置 WidgetLibrary.BindButtonClicked(self.Button_Custom, self.CustomWeaponComb, self) diff --git a/SoloKing/Script/UI/SelectWeapons/WeaponConfiguration/WB_WeaponConfiguration.lua b/SoloKing/Script/UI/SelectWeapons/WeaponConfiguration/WB_WeaponConfiguration.lua index 82f3aa7d..afb58f83 100644 --- a/SoloKing/Script/UI/SelectWeapons/WeaponConfiguration/WB_WeaponConfiguration.lua +++ b/SoloKing/Script/UI/SelectWeapons/WeaponConfiguration/WB_WeaponConfiguration.lua @@ -142,14 +142,14 @@ end --- 设置选择修改的类型 function WB_WeaponConfiguration:SetSelectPartType(InPartType) UGCLogSystem.Log("[WB_WeaponConfiguration_SetSelectPartType] InPartType:%s", tostring(InPartType)) - self.SelectPartType = InPartType + self.SelectPartType = InPartType; local ItemID = -1 if self.PartTypeToPartItem[InPartType] then ItemID = self.PartTypeToPartItem[InPartType]:GetItemID() end local Info = WeaponTypeName[InPartType] - UGCLogSystem.LogTree(string.format("[WB_WeaponConfiguration:SetSelectPartType] Info ="), Info) + --UGCLogSystem.LogTree(string.format("[WB_WeaponConfiguration:SetSelectPartType] Info ="), Info) if Info then self.TextBlock_Parts:SetText('配件:' .. Info.Chinese); else diff --git a/SoloKing/Script/gamemode/Action_PlayerLogin.lua b/SoloKing/Script/gamemode/Action_PlayerLogin.lua index 43f3e82c..75d65a6e 100644 --- a/SoloKing/Script/gamemode/Action_PlayerLogin.lua +++ b/SoloKing/Script/gamemode/Action_PlayerLogin.lua @@ -160,6 +160,12 @@ function Action_PlayerLogin:Execute(...) --}; --ArchiveTable[self.PlayerKey].EnterWeaponIndex = 2; + --ArchiveTable[self.PlayerKey].Weapons = { + -- [102003] = { + -- 201002, 202007, 203003, 204006, 205002, 203018, + -- } + --} + GameState:HandleArchiveData(nil, { "GameTimes", "TotalGameTimes", diff --git a/SoloKing/SoloKing.ugcproj b/SoloKing/SoloKing.ugcproj index 630857cd..2aee0fab 100644 --- a/SoloKing/SoloKing.ugcproj +++ b/SoloKing/SoloKing.ugcproj @@ -7,7 +7,7 @@ ProjectShortPath=/SoloKing/ StartMapName=/SoloKing/UGCmap MapMode=0 bIsBigWorld=0 -Version=1.30.21.13234 +Version=1.30.21.13236 UpdateVersion=5 GameModePath=/SoloKing/Asset/Blueprint/UGCGameMode.UGCGameMode_C DefaultLevelDirectorPath=/Asset/Blueprint/UGCLevelDirector.UGCLevelDirector_C