WidgetConfig = WidgetConfig or {} -- 默认UI的隐藏 ---@param InShow bool function WidgetConfig.HideDefaultUI(InShow) ---@type MainControlPanelTochButton_C local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C"); if MainControlPanel ~= nil then local MainControlBaseUI = MainControlPanel.MainControlBaseUI; local Show = not InShow MainControlBaseUI.NavigatorPanel:SetVisibility(ESlateVisibility.Collapsed); --导航面板 MainControlBaseUI.Image_0:SetVisibility(ESlateVisibility.Collapsed); --导航指针 MainControlBaseUI.CanvasPanel_FreeCamera:SetAdvancedCollapsed(Show); --小眼睛 MainControlBaseUI.CanvasPanel_MiniMapAndSetting:SetAdvancedCollapsed(Show); --小地图 MainControlBaseUI.SignalReceivingAreaTIPS_UIBP:SetAdvancedCollapsed(Show); MainControlBaseUI.CanvasPanelSurviveKill:AddAdvancedCollapsedCount(1) --- 剩余人数、淘汰数 --MainControlBaseUI.Border_TopPlatformTipsColor:SetAdvancedCollapsed(Show); --顶部平台击杀提示 MainControlBaseUI.PlayerInfoSocket:SetAdvancedCollapsed(Show); --血条信息 MainControlBaseUI.SurviveInfoPanel:SetVisibility(ESlateVisibility.Collapsed) --- 存活人数 MainControlBaseUI.ChatAndChatPanelCanvas:SetAdvancedCollapsed(Show); --聊天A MainControlBaseUI.InvalidationBox_3:AddAdvancedCollapsedCount(1); -- 背包 MainControlBaseUI.CanvasPanel_BackpackPanel:AddAdvancedCollapsedCount(1); -- 背包 MainControlBaseUI.CanvasPanel_AutoJoinPanel:AddAdvancedCollapsedCount(1); -- 距离军事竞赛还有xx秒 if MainControlBaseUI.QuickExpressionUIBP ~= nil then MainControlBaseUI.QuickExpressionUIBP.Switcher_Expression:SetAdvancedCollapsed(Show) --表情 end local ShootingUIPanel = MainControlPanel.ShootingUIPanel; ShootingUIPanel.NewbieGuideCanvas:SetAdvancedCollapsed(Show); --SwimControl ShootingUIPanel.Fade:SetAdvancedCollapsed(Show); else UGCLogSystem.Log('[UIUtils.ShowDefaultHUD] 无法加载 MainControlPanel'); end end function WidgetConfig.CloseAutoJoinPanel() local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C"); if MainControlPanel ~= nil then local MainControlBaseUI = MainControlPanel.MainControlBaseUI; if MainControlBaseUI then if MainControlBaseUI.CanvasPanel_AutoJoinPanel then MainControlBaseUI.CanvasPanel_AutoJoinPanel:SetVisibility(ESlateVisibility.Collapsed); -- 距离军事竞赛还有xx秒 end end end end WidgetConfig.EUILayerGroup = { Negative = -1, Least = 0, Bottom = 1, Low = 2, MainUI = 10003, Medium = 10010, High = 10020, Top = 10030, Topper = 10040, Toppest = 10080, Notice = 10100, }; -- UI 类型 WidgetConfig.EUIType = { Default = 0, Main = 1, Settlement = 2, FaceNotice = 3, SelectMap = 4, -- 地图选择界面 Backpack = 5, -- 背包配置页面 Spectation = 6, -- 观战界面 SelectSoldier = 7, -- 选择兵种界面 RoundWin = 8, -- 回合结束胜利 } ---@return table key: int32 value: HUDConfigStruct WidgetConfig.HUDConfig = { [WidgetConfig.EUIType.Main] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Main.WB_Main_C'), -- 是否仅显示一次 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.Low, bAddToTouch = true; }, [WidgetConfig.EUIType.Settlement] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'), -- 是否仅显示一次 bShowOnce = true, Layer = WidgetConfig.EUILayerGroup.Toppest, }, [WidgetConfig.EUIType.FaceNotice] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_FaceNotice.WB_FaceNotice_C'), -- 随时可以查看 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.Top, }, [WidgetConfig.EUIType.Spectation] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Spectation.WB_Spectation_C'), -- 随时可以查看 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.Medium, }, [WidgetConfig.EUIType.SelectMap] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_SelectLevel.WB_SelectLevel_C'), -- 随时可以查看 bShowOnce = true, Layer = WidgetConfig.EUILayerGroup.High + 1, }, [WidgetConfig.EUIType.SelectSoldier] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectSoldier/WB_SelectSoldier.WB_SelectSoldier_C'), bShowOnce = true, Layer = WidgetConfig.EUILayerGroup.High, }, [WidgetConfig.EUIType.Backpack] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Backpack1.WB_Backpack1_C'), -- 随时可以查看 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.Medium, }, [WidgetConfig.EUIType.RoundWin] = { Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_RoundWin.WB_RoundWin_C'), -- 随时可以查看 bShowOnce = false, Layer = WidgetConfig.EUILayerGroup.Top, }, } return WidgetConfig