UGCProjects/GZJ/Script/UI/SceneObject/WBP_SceneObject.lua
2025-01-08 22:46:12 +08:00

44 lines
1.3 KiB
Lua

---@class WBP_SceneObject_C:UUserWidget
---@field TextBlock_ItemName UTextBlock
--Edit Below--
local WBP_SceneObject = { bInitDoOnce = false; };
--[==[ Construct
function WBP_SceneObject:Construct()
end
-- Construct ]==]
-- function WBP_SceneObject:Tick(MyGeometry, InDeltaTime)
-- end
-- function WBP_SceneObject:Destruct()
-- end
function WBP_SceneObject:SetItemData(InData)
-- 找到对应表
-- print(string.format('[WBP_SceneObject:SetItemData] 执行'))
local FittingItemInfo = DropItemMap.FittingItemMap[InData]
local TheText = ""
if FittingItemInfo == nil then
FittingItemInfo = DropItemMap.SkillItemMap[InData]
if FittingItemInfo == nil then
print(string.format('[WBP_SceneObject:SetItemData] 当前不存在值 = %s 的元素', tostring(InData)))
return false
end
TheText = FittingItemInfo.SkillName
else
TheText = FittingItemInfo.WeaponType .. FittingItemInfo.FittingType
end
--TheText = FittingItemInfo.Quality .. TheText
self.TextBlock_ItemName:SetText(TheText)
local Color = Tables.ItemRarityColor[GetItemQualityLevel(InData)].Color
local SlateColor_ = { SpecifiedColor = Color, ColorUseRule = 0, }
self.TextBlock_ItemName:SetColorAndOpacity(SlateColor_)
-- print(string.format('[WBP_SceneObject:SetItemData] 设置完全'))
return true
end
return WBP_SceneObject;