---@class WBP_SceneObject_C:UUserWidget ---@field TextBlock_ItemName UTextBlock --Edit Below-- local WBP_SceneObject = { bInitDoOnce = false; }; --[==[ Construct function WBP_SceneObject:Construct() end -- Construct ]==] -- function WBP_SceneObject:Tick(MyGeometry, InDeltaTime) -- end -- function WBP_SceneObject:Destruct() -- end function WBP_SceneObject:SetItemData(InData) -- 找到对应表 -- print(string.format('[WBP_SceneObject:SetItemData] 执行')) local FittingItemInfo = DropItemMap.FittingItemMap[InData] local TheText = "" if FittingItemInfo == nil then FittingItemInfo = DropItemMap.SkillItemMap[InData] if FittingItemInfo == nil then print(string.format('[WBP_SceneObject:SetItemData] 当前不存在值 = %s 的元素', tostring(InData))) return false end TheText = FittingItemInfo.SkillName else TheText = FittingItemInfo.WeaponType .. FittingItemInfo.FittingType end --TheText = FittingItemInfo.Quality .. TheText self.TextBlock_ItemName:SetText(TheText) local Color = Tables.ItemRarityColor[GetItemQualityLevel(InData)].Color local SlateColor_ = { SpecifiedColor = Color, ColorUseRule = 0, } self.TextBlock_ItemName:SetColorAndOpacity(SlateColor_) -- print(string.format('[WBP_SceneObject:SetItemData] 设置完全')) return true end return WBP_SceneObject;