---@class WB_SelectSaveWeapon_C:UUserWidget ---@field Image_Weapon UImage ---@field NewButton_Weapon UNewButton ---@field TextBlock_WeaponName UTextBlock ---@field WidgetSwitcher_IsSelect UWidgetSwitcher --Edit Below-- local WB_SelectSaveWeapon = { bInitDoOnce = false } --[==[ Construct function WB_SelectSaveWeapon:Construct() end -- Construct ]==] -- function WB_SelectSaveWeapon:Tick(MyGeometry, InDeltaTime) -- end -- function WB_SelectSaveWeapon:Destruct() -- end function WB_SelectSaveWeapon:LuaInit() if self.bInitDoOnce then return; end self.bInitDoOnce = true; WidgetLibrary.BindButtonClicked(self.NewButton_Weapon, self.ClickSelect, self) self.NewButton_Weapon:SetTouchMethod(EButtonTouchMethod.PreciseTap) end function WB_SelectSaveWeapon:SetIndex(InIndex) self.Index = InIndex end function WB_SelectSaveWeapon:GetIndex() return self.Index end function WB_SelectSaveWeapon:BindClickSelect(Func, Obj) self.SelectCallBackFunc = Func self.SelectCallBackObj = Obj end function WB_SelectSaveWeapon:ClickSelect() if self.SelectCallBackFunc then if self.SelectCallBackObj then self.SelectCallBackFunc(self.SelectCallBackObj, self:GetIndex()) else self.SelectCallBackFunc(self:GetIndex()) end end end function WB_SelectSaveWeapon:SetSelect(IsSelect) if IsSelect then self.WidgetSwitcher_IsSelect:SetActiveWidgetIndex(1); else self.WidgetSwitcher_IsSelect:SetActiveWidgetIndex(0); end end function WB_SelectSaveWeapon:SetWeaponID(InWeaponID) self:LuaInit() self.WeaponID = InWeaponID local ItemData = UGCItemSystem.GetItemData(self.WeaponID) if ItemData then -- local softObjPath = KismetSystemLibrary.MakeSoftObjectPath(self.ImageIcon) UGCLogSystem.Log("[WB_SelectSaveWeapon_SetWeaponID] softObjPath:%s", tostring(ItemData.ItemWhiteIcon_n)) UGCSystemLibrary.AsyncLoadAsset(ItemData.ItemWhiteIcon_n, function(Tex) self.Image_Weapon:SetBrushFromTexture(Tex, false) end , nil ,true) self.TextBlock_WeaponName:SetText(ItemData.ItemName) end end function WB_SelectSaveWeapon:GetWeaponID() return self.WeaponID end return WB_SelectSaveWeapon