---@class WB_GameEnd_C:UUserWidget ---@field Button_Return UButton ---@field Button_Share UButton ---@field TextBlock_Return UTextBlock ---@field WB_PlayerScores UWB_PlayerScores_C ---@field WidgetSwitcher_GameEnd UWidgetSwitcher --Edit Below-- ---@type WB_GameEnd_C local WB_GameEnd = { bInitDoOnce = false; }; WB_GameEnd.ReturnTimer = nil; function WB_GameEnd:Construct() self:LuaInit(); end function WB_GameEnd:OnShowPanel(InTime, ...) -- 加载即可 self:AutoReturnToLobby(InTime); local vars = {...}; UGCLogSystem.LogTree(string.format("[WB_GameEnd:OnShowPanel] vars ="), vars) self:SetResultScores(table.unpackTable(vars)); end function WB_GameEnd:SetResultScores(InScore) UGCLogSystem.Log("[WB_GameEnd:SetResultScores] TeamId = %d", InScore); self.WidgetSwitcher_GameEnd:SetActiveWidgetIndex(InScore == LocalTeamId and 1 or 0); end function WB_GameEnd:AutoReturnToLobby(InTime) if InTime == nil then InTime = MiniGameTimes.GameEnd; end GlobalTickTool:AddInternalCount(self, function(o, dt, ServerTime, t) self.TextBlock_Return:SetText("返回大厅("..tostring(t)..')'); end, 1, InTime, function(o) o:OnReturnToLobby(); end); end function WB_GameEnd:LuaInit() if self.bInitDoOnce then return ; end UGCLogSystem.Log("[WB_GameEnd:LuaInit] 执行") self.WB_PlayerScores:LuaInit(); self.Button_Return.OnClicked:Add(self.OnReturnToLobby, self) UITool.BindButtonToShare(self.Button_Share); self.TextBlock_Return:SetText("返回大厅"); self.bInitDoOnce = true; end function WB_GameEnd:UpdatePlayerSoldiers(InList) UGCLogSystem.LogTree(string.format("[WB_GameEnd:UpdatePlayerSoldiers] InList ="), InList) self.WB_PlayerScores:UpdatePlayerSoldiers(InList); end function WB_GameEnd:OnReturnToLobby() UE.ReturnToLobby(); end -- function WB_GameEnd:Tick(MyGeometry, InDeltaTime) -- end -- function WB_GameEnd:Destruct() -- end return WB_GameEnd;