---@class WB_WeaponSelectItem_C:UUserWidget ---@field Button_Select UNewButton ---@field Image_IsSelect UImage ---@field TextBlock_TextName UTextBlock ---@field WeaponInfo1 UWB_WeaponItem_C ---@field WeaponInfo2 UWB_WeaponItem_C --Edit Below-- local WB_WeaponSelectItem = { bInitDoOnce = false; bIsSelect = false; ItemID = 0; Weapons = nil; }; --[==[ Construct function WB_WeaponSelectItem:Construct() end -- Construct ]==] -- function WB_WeaponSelectItem:Tick(MyGeometry, InDeltaTime) -- end -- function WB_WeaponSelectItem:Destruct() -- end function WB_WeaponSelectItem:LuaInit() if self.bInitDoOnce then return; end self.bInitDoOnce = true; WidgetLibrary.BindButtonClicked(self.Button_Select, self.SelectWeaponCombination, self) -- 在这里修改 这里加双武器武器配置存档修改的监听 -- UGCEventSystem.AddListener(ArchiveDataConfig.GetParamNotifyEvent(ArchiveDataConfig.EArchiveType.WeaponCombs), self.UpdateWeaponComb, self) self.Button_Select:SetTouchMethod(EButtonTouchMethod.PreciseTap) end function WB_WeaponSelectItem:Init(InCombinationIndex) self:LuaInit() self.CombinationIndex = InCombinationIndex UGCLogSystem.Log("[WB_WeaponSelectItem:Init] InCombinationIndex = " .. InCombinationIndex); self.TextBlock_TextName:SetText("配置" .. self.CombinationIndex) local SavedWeaponComb = nil if ArchiveTable[LocalPlayerKey] and not table.isEmpty(ArchiveTable[LocalPlayerKey].EnterWeapons) then SavedWeaponComb = ArchiveTable[LocalPlayerKey].EnterWeapons; end local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon; if SavedWeaponComb and SavedWeaponComb[self.CombinationIndex] then self:UpdateWeapons(SavedWeaponComb[self.CombinationIndex]) elseif CombinationList and CombinationList[self.CombinationIndex] then self:UpdateWeapons(CombinationList[self.CombinationIndex]); end end function WB_WeaponSelectItem:UpdateWeaponComb() local EnterWeapons = UE.GetLocalArchiveData("EnterWeapons"); local Weapons = TableHelper.DeepCopyTable(WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon); if EnterWeapons then for i, v in pairs(Weapons) do if EnterWeapons[i] then Weapons[i] = EnterWeapons[i]; end end end if Weapons and Weapons[self.CombinationIndex] then local TargetWeaponComb = Weapons[self.CombinationIndex] if self.Weapons == nil or TargetWeaponComb[1] ~= self.Weapons[1] or TargetWeaponComb[2] ~= self.Weapons[2] then self:UpdateWeapons(TargetWeaponComb) end end end function WB_WeaponSelectItem:UpdateWeapons(InWeapons) self.Weapons = table.DeepCopy(InWeapons) if self.Weapons then self.WeaponInfo1:SetWeaponID(self.Weapons[1]) if self.Weapons[2] then self.WeaponInfo2:SetWeaponID(self.Weapons[2]) self.WeaponInfo2:SetVisWeaponInfo(true) else self.WeaponInfo2:SetVisWeaponInfo(false) end self:SetVisibility(ESlateVisibility.SelfHitTestInvisible) else self:SetVisibility(ESlateVisibility.Collapsed) end end function WB_WeaponSelectItem:GetCombinationIndex() return self.CombinationIndex end function WB_WeaponSelectItem:SelectWeaponCombination() if self.SelectCallBackFunc then if self.SelectCallBackObj then self.SelectCallBackFunc(self.SelectCallBackObj, self:GetCombinationIndex()) else self.SelectCallBackFunc(self:GetCombinationIndex()) end end end function WB_WeaponSelectItem:BindSelectCallBack(InFunc, InObj) self.SelectCallBackFunc = InFunc self.SelectCallBackObj = InObj end function WB_WeaponSelectItem:SetSelect(IsSelect) if IsSelect then self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible) else self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed) end end return WB_WeaponSelectItem;