---@class WB_HeadingInfo_C:UUserWidget ---@field TextBlock_Coin UTextBlock ---@field TextBlock_RankNum UTextBlock ---@field TextBlock_Score UTextBlock ---@field TextBlock_Team UTextBlock --Edit Below-- ---@type WB_HeadingInfo_C local WB_HeadingInfo = { bInitDoOnce = false; }; function WB_HeadingInfo:Construct() UGCEventSystem.AddListener(EventEnum.UpdatePlayerScoreData, self.UpdatePlayerScoreData, self) UGCEventSystem.AddListener(EventEnum.PlayerGoldCoinChange, self.UpdatePlayerCoin, self) --UGCEventSystem.AddListener(EventEnum.UpdatePlayerRank, self.UpdateRank, self) --self:UpdateRank() self:UpdatePlayerCoin() UGCEventSystem.SetTimer(self, function() local TeamID = UGCPlayerControllerSystem.GetTeamID(UGCSystemLibrary.GetLocalPlayerController()) UGCLogSystem.Log("[WB_HeadingInfo_Construct] TeamID:%s", tostring(TeamID)) if TeamID then self.TextBlock_Team:SetText(tostring(TeamConfig.TeamName[TeamID]) .. " 方") local TeamColor = TeamConfig.TeamColor[TeamID] if TeamColor then self.TextBlock_Team:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule=0}) end end end, 1) --local TeamID = UGCPlayerControllerSystem.GetTeamID(UGCSystemLibrary.GetLocalPlayerController()) --UGCLogSystem.Log("[WB_HeadingInfo_Construct] TeamID:%s", tostring(TeamID)) --if TeamID then -- self.TextBlock_Team:SetText(tostring(TeamConfig.TeamName[TeamID]) .. " 方") -- local TeamColor = TeamConfig.TeamColor[TeamID] -- if TeamColor then -- self.TextBlock_Team:SetColorAndOpacity({SpecifiedColor = TeamColor, ColorUseRule=0}) -- end --end end function WB_HeadingInfo:UpdateRank() local Rank = UGCGameSystem.GameState:GetPlayerRankByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) if Rank then self.TextBlock_RankNum:SetText(tostring(Rank)) end self.TextBlock_RankNum:SetText(tostring(Rank)) end function WB_HeadingInfo:UpdatePlayerScoreData() local ScoreDatas = UGCGameSystem.GameState:GetScoreDataByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) if ScoreDatas then self.TextBlock_Score:SetText(tostring(ScoreDatas.Kill)) end end function WB_HeadingInfo:UpdatePlayerCoin() self.TextBlock_Coin:SetText(tostring(UGCGameSystem.GameState:GetPlayerCoin(UGCSystemLibrary.GetLocalPlayerKey()))) end return WB_HeadingInfo;