---@class WB_NextWeaponItem_C:UUserWidget ---@field Image_NextWeapon UImage ---@field TextBlock_DefaultWeapon UTextBlock ---@field TextBlock_WeaponName UTextBlock --Edit Below-- ---@type WB_NextWeaponItem_C local WB_NextWeaponItem = { bInitDoOnce = false; }; --[==[ Construct function WB_NextWeaponItem:Construct() end -- Construct ]==] -- function WB_NextWeaponItem:Tick(MyGeometry, InDeltaTime) -- end -- function WB_NextWeaponItem:Destruct() -- end function WB_NextWeaponItem:UpdateWeaponID(NewID) if NewID < 0 then --NewID = UGCGameSystem.GameState:GetPlayerDefaultMeleeWeaponByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) self:SetVis(true) self.TextBlock_DefaultWeapon:SetVisibility(ESlateVisibility.Visible) self.Image_NextWeapon:SetVisibility(ESlateVisibility.Collapsed) self.TextBlock_WeaponName:SetText("-") else local ItemInfo = ItemTable.AllItem[NewID] if ItemInfo then self.Image_NextWeapon:SetVisibility(ESlateVisibility.Visible) self.TextBlock_DefaultWeapon:SetVisibility(ESlateVisibility.Collapsed) if ItemInfo.BigPic then local Texture = UGCSystemLibrary.LoadAsset(ItemInfo.BigPic, true) if UE.IsValid(Texture) then self.Image_NextWeapon:SetBrushFromTexture(Texture, false) end self.TextBlock_WeaponName:SetText(ItemInfo.Name) end self:SetVis(true) else self:SetVis(false) end end end function WB_NextWeaponItem:SetVis(IsVis) if IsVis then self:SetVisibility(ESlateVisibility.SelfHitTestInvisible) else self:SetVisibility(ESlateVisibility.Collapsed) end end return WB_NextWeaponItem;