---@class WB_MarkEnemy_C:ObjectPositionWidget ---@field CanvasPanel_Child UCanvasPanel --Edit Below-- local WB_MarkEnemy = { bInitDoOnce = false; }; --[==[ Construct function WB_MarkGodOfWar:Construct() end -- Construct ]==] -- function WB_MarkGodOfWar:Tick(MyGeometry, InDeltaTime) -- end -- function WB_MarkGodOfWar:Destruct() -- end function WB_MarkEnemy:Tick(MyGeometry, InDeltaTime) --UGCLogSystem.Log("[WB_HuntingMarkEnemy_Tick]") --local IsTrace = false --if self.TracePlayerKey then -- --UGCLogSystem.Log("[WB_HuntingMarkEnemy_Tick]22222222222222222222222222222222222222222222222222222222") -- -- local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(self.TracePlayerKey) -- --UGCLogSystem.Log("[WB_HuntingMarkEnemy_Tick] 1") -- if Pawn and not UGCPawnSystem.HasPawnState(Pawn, EPawnState.Dead) then -- --UGCLogSystem.Log("[WB_HuntingMarkEnemy_Tick] 2") -- local PlayerPos -- if UE.IsValid(Pawn.Mesh) then -- PlayerPos = Pawn.Mesh:GetSocketLocation("spine_03") -- else -- PlayerPos = Pawn:K2_GetActorLocation() -- PlayerPos.Z = PlayerPos.Z + 30 -- end -- -- local Succeed, Pos2D = WidgetLayoutLibrary.ProjectWorldLocationToWidgetPosition(UGCSystemLibrary.GetLocalPlayerController(), PlayerPos) -- if Succeed then -- --UGCLogSystem.Log("[WB_HuntingMarkEnemy_Tick] 3 Pos2D:%s", VectorHelper.ToString2D(Pos2D)) -- IsTrace = true -- local CanvasSlot = WidgetLayoutLibrary.SlotAsCanvasSlot(self.CanvasPanel_Child) -- CanvasSlot:SetPosition(Pos2D) -- end -- end -- --end --self:SetTraceUIVis(IsTrace) end -- function WB_HuntingMarkEnemy:Destruct() -- end function WB_MarkEnemy:SetTracePlayerKey(InPlayerKey) UGCLogSystem.Log("[WB_HuntingMarkEnemy_SetTracePlayerKey] InPlayerKey:%s", tostring(InPlayerKey)) self.TracePlayerKey = InPlayerKey end function WB_MarkEnemy:SetTraceUIVis(InIsVis) if self.IsVis ~= InIsVis then self.IsVis = InIsVis if self.IsVis then self.CanvasPanel_Child:SetVisibility(ESlateVisibility.HitTestInvisible); else self.CanvasPanel_Child:SetVisibility(ESlateVisibility.Collapsed); end end end return WB_MarkEnemy;