209 lines
6.7 KiB
Lua
209 lines
6.7 KiB
Lua
---@class WBP_WeaponPartItem_C:UAEUserWidget
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---@field CanvasPanel_Main UCanvasPanel
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---@field ItemIconAndBG UWBP_WeaponItemFitting_C
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---@field TextBlock_ItemCount UTextBlock
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---@field TextBlock_ItemType UTextBlock
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---@field TextBlock_Quality UTextBlock
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--Edit Below--
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local WBP_WeaponPartItem = {
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bInitDoOnce = false;
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-- 拖拽数据的类
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DragDropClass = nil,
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--拖拽显示的类
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DragVisualClass = nil,
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-- 存放的物品数据
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FittingData = nil,
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--是否正在点击按钮
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bClickLeftButton = false,
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--按压时间
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PressTime = 0,
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--按压多长时间之后会执行操作
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FunctionPressTime = 0.6,
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bStartMove = false,
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bFirstButtonClick = false,
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VisualWidget = nil,
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DragTimerHandler = nil
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};
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function WBP_WeaponPartItem:Construct()
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self.DragDropClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/BP_FittingDragDropData.BP_FittingDragDropData_C'))
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self.DragVisualClass = UE.LoadClass(UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidgets/WBP_DragItemVisual.WBP_DragItemVisual_C'))
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self.CanvasPanel_Main:SetVisibility(ESlateVisibility.Collapsed)
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self.bCanEverTick = true
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end
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function WBP_WeaponPartItem:Tick(MyGeometry, InDeltaTime)
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-- 当没有需要选择操作的时候就不用执行操作
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print(string.format("[WBP_WeaponPartItem:Tick] 执行"))
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if UIManager.AllPanel[EUIType.Backpack]:GetOperateType() ~= EBagOperateType.None then
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return
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end
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if self.bClickLeftButton and not self.bStartMove then
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-- 开始即时
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self.PressTime = self.PressTime + InDeltaTime
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if self.PressTime > self.FunctionPressTime then
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-- 执行操作
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if not self.bFirstButtonClick then
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self.bFirstButtonClick = true
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end
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end
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if self.bFirstButtonClick then
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EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, true)
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end
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else
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self.PressTime = 0
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end
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end
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function WBP_WeaponPartItem:Destruct()
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self.DragDropClass = nil
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self.DragVisualClass = nil
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end
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-- 该方法只会在开始的时候设置一次
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-- 设置当前Item的数据,数据类型: {id, count}
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function WBP_WeaponPartItem:SetFittingItemData(InData)
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--首先保存
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print(string.format("开始设置数据:Id:%d, count:%d", InData.ItemID, InData.ItemCount))
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self.FittingData = InData
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if GameDataManager then
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local Val = GameDataManager.GetItemInfoByItemID(InData.ItemID)
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-- TODO 这个设置需要根据 具体强型修改
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self.ItemIconAndBG:SetItemIcon(Val.Icon)
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self.ItemIconAndBG:SetItemBGColor(GetItemQualityLevel(InData.ItemID))
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self.TextBlock_ItemCount:SetText(tostring(InData.ItemCount))
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-- 设置信息
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-- 先处理技能书
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local TextVal
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if InData.ItemID > 20000 then
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--local TheId = InData.ItemID // 100 % 100
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TextVal = DropItemMap.SkillItemMap[InData.ItemID].SkillName
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else
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TextVal = DropItemMap.FittingItemMap[InData.ItemID].WeaponType
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end
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self.TextBlock_ItemType:SetText(TextVal)
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-- 设置质量
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local Quality = Tables.QualityInfo[GetItemQualityLevel(InData.ItemID)][1]
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if Quality == nil then
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print(string.format("Can't Find Quality Type, ItemId = %d", InData.ItemID))
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else
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print(string.format("Find Item Weapon, Quality Is %s", Quality))
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end
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self.TextBlock_Quality:SetText(string.format("%s", Quality))
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-- 根据品质设置颜色
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self.CanvasPanel_Main:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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else
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print("[WBP_WeaponPartItem:SetItemData] 当前 GameDataManager 没有值,请检查一下是否有保存")
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end
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print(string.format("数据设置完成"))
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end
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function WBP_WeaponPartItem:OnDragDetected(MyGeometry, PointerEvent, Operation)
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print("[WBP_WeaponPartItem:OnDragDetected] 检测到 拖拽行为")
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self.bFirstButtonClick = false
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self.bClickLeftButton = false
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self.PressTime = 0
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self.bStartMove = false
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Operation = UE.NewObject(nil, self.DragDropClass)
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--由于不知道是什么,因此使用 None
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Operation:SetOperationData(self.FittingData, EItemDropType.None)
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Operation.DefaultDragVisual = self.VisualWidget
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return Operation
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end
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function WBP_WeaponPartItem:OnMouseMove(MyGeometry, MouseEvent)
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-- 隐藏 ItemInfo 界面
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print(string.format("[WBP_WeaponPartItem:OnMouseMove] 执行"))
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local ret = WBP_WeaponPartItem.SuperClass:OnMouseMove(MyGeometry, MouseEvent);
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if not self.bClickLeftButton then
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return ret
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end
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EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, false)
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if not self.bStartMove then
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self.bStartMove = true
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local GameState = UGCGameSystem.GameState
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if self.FittingData == nil then
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return ret
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end
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if UE.IsValid(self.DragVisualClass) and UE.IsValid(GameState) then
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self.VisualWidget = UserWidget.NewWidgetObjectBP(GameState, self.DragVisualClass)
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self.VisualWidget:SetVisibility(ESlateVisibility.Collapsed)
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local that = self
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self.DragTimerHandler = EventSystem.SetTimerLoop(self, function()
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if that.VisualWidget.bHasInit then
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EventSystem.StopTimer(that.DragTimerHandler)
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that.VisualWidget:SetVisualItemData(that.FittingData, that.ItemIconAndBG:GetItemIcon())
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end
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that.VisualWidget:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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end, 0.05)
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end
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return WidgetBlueprintLibrary.DetectDragIfPressed(MouseEvent, self, "LeftMouseButton")
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end
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return ret
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end
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function WBP_WeaponPartItem:OnMouseButtonDown(MyGeometry, PointerEvent)
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--开始即时
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-- 检测当前是否可以执行操作
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print(string.format("[WBP_WeaponPartItem:OnMouseButtonDown] 执行"))
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self.bClickLeftButton = true
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return self.SuperClass:OnMouseButtonDown(MyGeometry, PointerEvent)
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end
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-- 当鼠标抬起来的时候
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function WBP_WeaponPartItem:OnMouseButtonUp(MyGeometry, InTouchEvent)
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-- 检查当前时间是否够了
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print(string.format("[WBP_WeaponPartItem:OnMouseButtonUp] 鼠标抬起"))
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if UIManager.AllPanel[EUIType.Backpack]:GetOperateType() ~= EBagOperateType.None then
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-- 说明此时要进行操作了,此时发送具体数据
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EventSystem:SendEvent(EventType.SelectedItem, self.FittingData)
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else
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EventSystem:SendEvent(EventType.ShowItemDescribe, self.FittingData, false)
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end
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self:RestProperty()
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end
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function WBP_WeaponPartItem:RestProperty()
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self.bFirstButtonClick = false
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self.bClickLeftButton = false
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self.PressTime = 0
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self.bStartMove = false
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end
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-- 开始触摸的时候
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function WBP_WeaponPartItem:OnTouchStarted(MyGeometry, InTouchEvent)
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self.bClickLeftButton = true
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return WidgetBlueprintLibrary.DetectDragIfPressed(InTouchEvent, self, "LeftMouseButton")
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end
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--结束触摸
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function WBP_WeaponPartItem:OnTouchEnded(MyGeometry, InTouchEvent)
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self.bClickLeftButton = false
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self.bFirstButtonClick = false
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self.PressTime = 0
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end
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function WBP_WeaponPartItem:CloseWidget()
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self.CanvasPanel_Main:SetVisibility(ESlateVisibility.Collapsed)
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end
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function WBP_WeaponPartItem:GetItemData()
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return self.FittingData
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end
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return WBP_WeaponPartItem; |