---@class WB_TeamSettlement_C:UUserWidget ---@field Button_AutoReturnToLobby UButton ---@field Button_share UButton ---@field CanvasPanel_Result UCanvasPanel ---@field HorizontalBox_AllName1 UHorizontalBox ---@field HorizontalBox_AllName2 UHorizontalBox ---@field Image_Left UImage ---@field Image_Right UImage ---@field Image_titlebg UImage ---@field TextBlock_AutoReturnToLobby UTextBlock ---@field TextBlock_LeftName UTextBlock ---@field TextBlock_LeftScore UTextBlock ---@field TextBlock_Levels2_2 UTextBlock ---@field TextBlock_RightName UTextBlock ---@field TextBlock_RightScore UTextBlock ---@field UIParticleEmitter_95 UUIParticleEmitter ---@field VerticalBox_Left UVerticalBox ---@field VerticalBox_Right UVerticalBox ---@field WB_RankScore_Name UWB_RankScore_Name_C ---@field WidgetSwitcher_Win UWidgetSwitcher --Edit Below-- local WB_TeamSettlement = { bInitDoOnce = false; LeftTeamType = 1; RightTeamType = 2; }; function WB_TeamSettlement:Construct() --UGCEventSystem.AddListener(EventEnum.UpdatePlayerScoreData, self.UpdateRank, self); --UGCEventSystem.AddListener(EventEnum.UpdatePlayerRank, self.UpdateRank, self); WidgetLibrary.BindButtonClicked(self.Button_AutoReturnToLobby, self.Button_AutoReturnToLobby_OnClicked, self) WidgetLibrary.BindButtonClicked(self.Button_share, self.ShareSettlement, self) self:SetItemTeam() for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i) local ItemRightInst = self.VerticalBox_Right:GetChildAt(i) ItemLeftInst:SetIndex(i + 1) ItemRightInst:SetIndex(i + 1) end for i, v in pairs(PlayerScoreSystem.Config.ShowRankType) do local Item1 = self.HorizontalBox_AllName1:GetChildAt(i - 1) local Item2 = self.HorizontalBox_AllName2:GetChildAt(i - 1) if not UE.IsValid(Item1) then Item1 = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetScoreNameItemClass()); self.HorizontalBox_AllName1:AddChild(Item1) end if not UE.IsValid(Item2) then Item2 = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetScoreNameItemClass()); self.HorizontalBox_AllName2:AddChild(Item2) end Item1:SetColorIndex(i) Item2:SetColorIndex(i) Item1:SetName(PlayerScoreSystem.Config.ScoreTypeName[v]) Item2:SetName(PlayerScoreSystem.Config.ScoreTypeName[v]) end -- 隐藏多余的Item的起始索引 local HideStartIndex = #PlayerScoreSystem.Config.ShowRankType -- 判断是否显示总得分 if PlayerScoreSystem.Config.ShowTotalScore then HideStartIndex = HideStartIndex + 1 local Item1 = self.HorizontalBox_AllName1:GetChildAt(#PlayerScoreSystem.Config.ShowRankType) local Item2 = self.HorizontalBox_AllName2:GetChildAt(#PlayerScoreSystem.Config.ShowRankType) if not UE.IsValid(Item1) then Item1 = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetScoreNameItemClass()); self.HorizontalBox_AllName1:AddChild(Item1) end if not UE.IsValid(Item2) then Item2 = UserWidget.NewWidgetObjectBP(UGCSystemLibrary.GetLocalPlayerController(), self:GetScoreNameItemClass()); self.HorizontalBox_AllName2:AddChild(Item2) end Item1:SetName("得分") Item2:SetName("得分") end -- 隐藏多余的Item for i = HideStartIndex, self.HorizontalBox_AllName1:GetChildrenCount() - 1 do self.HorizontalBox_AllName1:GetChildAt(i):SetVisibility(ESlateVisibility.Collapsed) self.HorizontalBox_AllName2:GetChildAt(i):SetVisibility(ESlateVisibility.Collapsed) end end function WB_TeamSettlement:GetScoreNameItemClass() if self.ScoreNameItemClass == nil then self.ScoreNameItemClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Rank/AutoRank/WB_RankScore_Name.WB_RankScore_Name_C')) end return self.ScoreNameItemClass end function WB_TeamSettlement:OnShowPanel() self:AutoReturnToLobby() self:UpdateRank() self:SetItemTeam() end function WB_TeamSettlement:SetItemTeam() local LocalPlayerTeamID = UGCPlayerControllerSystem.GetTeamID(UGCSystemLibrary.GetLocalPlayerController()) if LocalPlayerTeamID == TeamConfig.TeamType.CT then self.LeftTeamType, self.RightTeamType = TeamConfig.TeamType.CT, TeamConfig.TeamType.T else self.LeftTeamType, self.RightTeamType = TeamConfig.TeamType.T, TeamConfig.TeamType.CT end for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i) local ItemRightInst = self.VerticalBox_Right:GetChildAt(i) ItemLeftInst:SetTeam(TeamConfig.TeamType.CT) ItemRightInst:SetTeam(TeamConfig.TeamType.T) end end function WB_TeamSettlement:UpdateRank() UGCLogSystem.Log("[WB_TeamSettlement_UpdateRank]") local CTScore = UGCGameSystem.GameState:GetTeamScore(self.LeftTeamType) local TScore = UGCGameSystem.GameState:GetTeamScore(self.RightTeamType) self.TextBlock_LeftScore:SetText(tostring(CTScore)) self.TextBlock_RightScore:SetText(tostring(TScore)) -- 设置胜利图标 local PlayerTeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey()) self.WidgetSwitcher_Win:SetActiveWidgetIndex(0) if PlayerTeamID == self.LeftTeamType then if CTScore < TScore then self.WidgetSwitcher_Win:SetActiveWidgetIndex(1) end else if CTScore > TScore then self.WidgetSwitcher_Win:SetActiveWidgetIndex(1) end end local RankData = PlayerScoreSystem.GetTeamRank() UGCLogSystem.LogTree("[WB_TeamRank_UpdateRank]", RankData) for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i) local ItemRightInst = self.VerticalBox_Right:GetChildAt(i) local PlayerKeyLeft = RankData[self.LeftTeamType] and RankData[self.LeftTeamType][i + 1] or nil local PlayerKeyRight = RankData[self.RightTeamType] and RankData[self.RightTeamType][i + 1] or nil if PlayerKeyLeft then ItemLeftInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible) ItemLeftInst:InitRankInfo(PlayerKeyLeft) else ItemLeftInst:SetVisibility(ESlateVisibility.Collapsed) end if PlayerKeyRight then ItemRightInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible) ItemRightInst:InitRankInfo(PlayerKeyRight) else ItemRightInst:SetVisibility(ESlateVisibility.Collapsed) end end end function WB_TeamSettlement:AutoReturnToLobby() self.DelayReturnToLobbyTime = GlobalConfigs.GameSetting.DelayReturnToLobbyTime self.SettlementTime = KismetSystemLibrary.GetGameTimeInSeconds(self) self.DelayReturnToLobbyTimerHandle = UGCEventSystem.SetTimerLoop( self, function () local NowTime = KismetSystemLibrary.GetGameTimeInSeconds(self) local ShowTime = math.floor(self.DelayReturnToLobbyTime - (NowTime - self.SettlementTime)) ShowTime = ShowTime >= 0 and ShowTime or 0 self.TextBlock_AutoReturnToLobby:SetText(string.format("返回大厅(%ds)", ShowTime)) if ShowTime <= 0 then self:Button_AutoReturnToLobby_OnClicked() end end, 0.5 ) end function WB_TeamSettlement:Button_AutoReturnToLobby_OnClicked() if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.End then return end if self == nil or self.DoOnceReturnToLobby then return end if self.DelayReturnToLobbyTimerHandle then UGCEventSystem.StopTimer(self.DelayReturnToLobbyTimerHandle) self.DelayReturnToLobbyTimerHandle = nil end self.DoOnceReturnToLobby = true --停止检测DS连接 if NetUtil then NetUtil.StopCheckDSActive(); end --忽略DS链接报错 if BattleResult then BattleResult.IgnoreDSError = true; end UGCGameSystem.ReturnToLobby() UGCLogSystem.Log("[WB_TeamSettlement_Button_AutoReturnToLobby_OnClicked]") end --- 分享战绩 function WB_TeamSettlement:ShareSettlement() UGCWidgetManagerSystem.Share(); end return WB_TeamSettlement;