---@class WB_CountingGameShape_C:UUserWidget ---@field Moving UWidgetAnimation ---@field Image_Shape UImage ---@field TextBlock_Count UTextBlock --Edit Below-- local WB_CountingGameShape = { bInitDoOnce = false; bMoving = false; bIsHeart = false; }; --[==[ Construct function WB_CountingGameShape:Construct() end -- Construct ]==] -- function WB_CountingGameShape:Tick(MyGeometry, InDeltaTime) -- end -- function WB_CountingGameShape:Destruct() -- end function WB_CountingGameShape:SetCount(InCount) self.TextBlock_Count:SetText(tostring(InCount)) end function WB_CountingGameShape:ShowCountText(IsShow) if IsShow then self.TextBlock_Count:SetVisibility(ESlateVisibility.SelfHitTestInvisible) else self.TextBlock_Count:SetVisibility(ESlateVisibility.Collapsed) end end function WB_CountingGameShape:SetTexture(InTex) UGCLogSystem.Log("[WB_CountingGameShape_SetTexture]") self.Image_Shape:SetBrushFromTexture(InTex) end function WB_CountingGameShape:SetColor(InColor) UGCLogSystem.Log("[WB_CountingGameShape_SetColor]") self.Image_Shape:SetColorAndOpacity(InColor) end function WB_CountingGameShape:SetMoving() if not self.bMoving then self:PlayAnimation(self.Moving, 0, 0, EUMGSequencePlayMode.PingPong, 1) self.bMoving = true end end function WB_CountingGameShape:StopMove() if self.bMoving then -- self:JumpAnimation(self.Moving, 0) self:StopAnimation(self.Moving) self.bMoving = false end end function WB_CountingGameShape:SetIsHeart(InIsHeart) self.bIsHeart = InIsHeart end function WB_CountingGameShape:GetIsHeart() return self.bIsHeart end return WB_CountingGameShape;