467 lines
19 KiB
Lua
467 lines
19 KiB
Lua
WidgetConfig = WidgetConfig or {}
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WidgetConfig.EUILayerGroup = {
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Negative = -1,
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Least = 0,
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Bottom = 1,
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Low = 2,
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Low_Add1 = 10,
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MainUI_Sub1 = 10002,
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MainUI = 10003,
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Medium = 10004,
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High = 10005,
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Top = 10006,
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Notice = 10007,
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Tip = 10008,
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}
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WidgetConfig.EUIType = {
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Default = 0,
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WaitingTime = 1, -- 等待时间
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Ranking = 2, -- 排行榜单
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Settlement = 3, -- 结算界面
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InsufficientNumberOfPeople = 4, -- 人数不足
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InvincibleTime = 5, -- 无敌时间
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DamageAnim = 6, -- 给予伤害后的动画
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-- KillInfo = 7, -- 击杀信息
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Guide = 8, -- 玩法说明
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FightPanel = 9, -- 战斗界面
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PlaceModeMainMenu = 10, -- 放置模式玩法主菜单
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PlaceMode = 11, -- 放置模式UI
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ShowPlaceCode = 12, -- 显示放置代码
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ImportPlaceCode = 13, -- 导入放置代码
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RunMapTest = 14, -- 跑图测试
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RunMapFailure = 15, -- 跑图失败
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SaveMap = 16, -- 保存地图
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MapOperate = 17, -- 对以有的放置地图进行操作
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ReplaceSavedMap = 18, -- 选择替换的地图
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RoundFinish = 19, -- 回合结算
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PreviewMap = 20, -- 预览地图
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Currency = 21, -- 货币栏
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Countdown = 22, -- 通用倒计时
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Task = 23, -- 任务界面
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WeaponSelect = 24, -- 武器配置选择
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ReselectWeaponBtn = 25, -- 重选武器界面
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TeamChangeTip = 26, -- 队伍变换提示
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SelectBuff = 27, -- 增益选择框
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CustomWeapon = 28, -- 自定义武器组合
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HartTimeStateTip = 29, -- 狩猎时间提示
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SecondaryConfirmation = 100, -- 二次确认框
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SecondaryConfirmation_Strip = 101, -- 二次确认条
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SecondaryConfirmation_EditableText = 102, -- 二次确认命名文本
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Debug = 1000, -- 测试UI
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}
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-- 默认显示的UI
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WidgetConfig.DefaultShowWidget = {
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WidgetConfig.EUIType.DamageAnim;
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WidgetConfig.EUIType.HartTimeStateTip;
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}
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-- 第一次游玩显示的UI
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WidgetConfig.FirstPlayWidget = {
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--WidgetConfig.EUIType.Guide;
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}
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-- 玩家重生显示的UI
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WidgetConfig.PlayerRespawnShowWidget = {
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WidgetConfig.EUIType.ReselectWeaponBtn;
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}
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-- 游玩模式所需的UI
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WidgetConfig.PlayModeUI = {
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WidgetConfig.EUIType.Guide;
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WidgetConfig.EUIType.InvincibleTime;
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WidgetConfig.EUIType.DamageAnim;
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WidgetConfig.EUIType.WaitingTime;
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WidgetConfig.EUIType.Ranking;
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WidgetConfig.EUIType.Settlement;
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WidgetConfig.EUIType.InsufficientNumberOfPeople;
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WidgetConfig.EUIType.FightPanel;
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WidgetConfig.EUIType.WeaponSelect;
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WidgetConfig.EUIType.ReselectWeaponBtn;
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--WidgetConfig.EUIType.TeamChangeTip;
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--WidgetConfig.EUIType.SelectBuff;
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WidgetConfig.EUIType.CustomWeapon;
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WidgetConfig.EUIType.SecondaryConfirmation;
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WidgetConfig.EUIType.HartTimeStateTip;
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}
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-- 需要同步显示的UI
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WidgetConfig.SyncShowPlayModeWidget = {
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WidgetConfig.EUIType.WaitingTime,
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WidgetConfig.EUIType.FightPanel,
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-- WidgetConfig.EUIType.RoundFinish,
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WidgetConfig.EUIType.Settlement,
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WidgetConfig.EUIType.InsufficientNumberOfPeople,
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}
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-- 有自定义按键设置的UI
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WidgetConfig.CustomWidget = {
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WidgetConfig.EUIType.FightPanel,
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-- WidgetConfig.EUIType.SelectBuff,
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}
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WidgetConfig.Configs = {
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[WidgetConfig.EUIType.Debug] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Debug/WB_Debug.WB_Debug_C');
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.WaitingTime] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/GamePreparation/W_WaitPlayJoin.W_WaitPlayJoin_C'),
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Layer = WidgetConfig.EUILayerGroup.Top,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Ranking] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Rank/AutoRank/WB_TeamRank_N.WB_TeamRank_N_C'),
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Layer = WidgetConfig.EUILayerGroup.MainUI_Sub1,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Settlement] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.InsufficientNumberOfPeople] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/WB_GameUnableToStart.WB_GameUnableToStart_C'),
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Layer = WidgetConfig.EUILayerGroup.Top,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.InvincibleTime] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/W_InvincibleTime.W_InvincibleTime_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.DamageAnim] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/W_DamageAnim.W_DamageAnim_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Guide] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Guide/WB_Guide.WB_Guide_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.FightPanel] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/FightPanel/WB_FightPanel.WB_FightPanel_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.PlaceMode] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlacePanel/WB_PlacePanel.WB_PlacePanel_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.ShowPlaceCode] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlacePanel/WB_ShowPlaceCode.WB_ShowPlaceCode_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.ImportPlaceCode] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlacePanel/WB_ImportPlaceCode.WB_ImportPlaceCode_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.PlaceModeMainMenu] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlaceGameMenu/WB_PlaceGameMenu.WB_PlaceGameMenu_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.RunMapTest] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/RunMapPanel/WB_RunMapPanel.WB_RunMapPanel_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.RunMapFailure] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/RunMapPanel/WB_RerunPanel.WB_RerunPanel_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.SaveMap] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/RunMapPanel/WB_SaveMap.WB_SaveMap_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.MapOperate] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlaceGameMenu/WB_MapOperate.WB_MapOperate_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.ReplaceSavedMap] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/ReplaceSavedMap/WB_ReplaceSavedMap.WB_ReplaceSavedMap_C'),
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Layer = WidgetConfig.EUILayerGroup.Top,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.RoundFinish] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/Round/WB_RoundFinish.WB_RoundFinish_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.PreviewMap] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/PlaceGameMenu/WB_PreviewMap.WB_PreviewMap_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Currency] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/Currency/WB_Currency.WB_Currency_C'),
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Layer = WidgetConfig.EUILayerGroup.Low,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.SecondaryConfirmation] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SecondaryConfirmation/WB_SecondaryConfirmation.WB_SecondaryConfirmation_C'),
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Layer = WidgetConfig.EUILayerGroup.Notice,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.SecondaryConfirmation_Strip] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SecondaryConfirmation/WB_SecondaryConfirmation_Strip.WB_SecondaryConfirmation_Strip_C'),
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Layer = WidgetConfig.EUILayerGroup.Notice,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.SecondaryConfirmation_EditableText] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SecondaryConfirmation/WB_SecondaryConfirmation_EditableText.WB_SecondaryConfirmation_EditableText_C'),
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Layer = WidgetConfig.EUILayerGroup.Notice,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.ReselectWeaponBtn] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/WB_ReselectWeaponBtn.WB_ReselectWeaponBtn_C'),
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Layer = WidgetConfig.EUILayerGroup.MainUI,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.TeamChangeTip] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tip/W_TeamTip.W_TeamTip_C'),
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Layer = WidgetConfig.EUILayerGroup.Notice,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Countdown] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Countdown.WB_Countdown_C'),
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Layer = WidgetConfig.EUILayerGroup.Notice,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.Task] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/Task/WB_Task.WB_Task_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.WeaponSelect] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/WB_WeaponSelect.WB_WeaponSelect_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.SelectBuff] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectBuff/WB_SelectIncrease.WB_SelectIncrease_C'),
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Layer = WidgetConfig.EUILayerGroup.MainUI,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.CustomWeapon] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapon/WB_CustomWeapon.WB_CustomWeapon_C'),
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Layer = WidgetConfig.EUILayerGroup.High,
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ShowOnce = false,
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},
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[WidgetConfig.EUIType.HartTimeStateTip] = {
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Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tip/WB_TimeStateTip.WB_TimeStateTip_C'),
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Layer = WidgetConfig.EUILayerGroup.Tip,
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ShowOnce = false,
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},
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}
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function WidgetConfig.GetWidgetPathFromUIType(UIType)
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if not WidgetConfig.CheckUIType(UIType) then return end
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return WidgetConfig.Configs[UIType].Widget
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end
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function WidgetConfig.GetWidgetLayer(UIType)
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if not WidgetConfig.CheckUIType(UIType) then return end
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return WidgetConfig.Configs[UIType].Layer
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end
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function WidgetConfig.GetWidgetShowOnce(UIType)
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if not WidgetConfig.CheckUIType(UIType) then return end
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return WidgetConfig.Configs[UIType].ShowOnce
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end
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function WidgetConfig.CheckUIType(UIType)
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return (WidgetConfig.Configs[UIType] ~= nil)
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end
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function WidgetConfig.GetAllWidgetTypeFromLayer(Layer)
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local Res = {}
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for UIType, _ in pairs(WidgetConfig.Configs) do
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if WidgetConfig.GetWidgetLayer(UIType) == Layer then
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Res[#Res + 1] = UIType
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end
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end
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return Res
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end
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-- HideUI --------------------------------------------------------------------------------------------------------------------------------
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--- 默认UI的隐藏
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function WidgetConfig.HideDefaultUI()
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--- 隐藏平底锅切换扔出模式
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--- ShootingUI.Customize_ThrowPlus:SetAdvancedCollapsed(true)
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--- local MainControlPanel = UGCWidgetManagerSystem.GetMainControlUI()
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-- local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C")
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local MainControlPanel = UGCWidgetManagerSystem.GetMainUI()
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if MainControlPanel ~= nil then
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local MainControlBaseUITemp = MainControlPanel.MainControlBaseUI;
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MainControlBaseUITemp.Image_IngameLogo:SetVisibility(ESlateVisibility.Collapsed) --- 局内游戏Logo
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MainControlBaseUITemp.Image_0:SetVisibility(ESlateVisibility.Collapsed) --- 指南针指针
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MainControlBaseUITemp.NavigatorPanel:SetVisibility(ESlateVisibility.Collapsed) --- 指南针界面
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MainControlBaseUITemp.SurviveInfoPanel:SetVisibility(ESlateVisibility.Collapsed) --- 存活人数
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-- MainControlBaseUITemp.CanvasPanel_HelmetArmor:SetVisibility(ESlateVisibility.Collapsed) --- 头盔、护甲按钮
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MainControlBaseUITemp.CanvasPanelSurviveKill:SetVisibility(ESlateVisibility.Collapsed) --- 剩余人数、淘汰数
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MainControlBaseUITemp.SignalReceivingAreaTIPS_UIBP:SetVisibility(ESlateVisibility.Collapsed) --- 信号区提示
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MainControlBaseUITemp.CircleChasingProgress:SetVisibility(ESlateVisibility.Collapsed) --- 刷圈进度
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MainControlBaseUITemp.IsNeedTeamPanel = false --- 不显示队友面板
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-- MainControlBaseUITemp.CanvasPanel_BackpackPanel:AddAdvancedCollapsedCount(1) --- 背包按钮
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-- UGCWidgetManagerSystem.SubWidgetHiddenLayer(MainControlBaseUITemp.ChangeSight_UIBP.CanvasPanel_Sight)--- 倍镜切换
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-- MainControlBaseUITemp.CanvasPanel_MiniMapAndSetting:SetAdvancedCollapsed(ESlateVisibility.Collapsed); --小地图
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--local ShootingPanel = UGCWidgetManagerSystem.GetShootingUIPanel()
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--if ShootingPanel then
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-- ShootingPanel.SwitchWeaponSlot_Mode2_C_0:SetVisibility(ESlateVisibility.Collapsed) --- 右武器栏
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--else
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-- UGCLogSystem.LogError("[WidgetConfig_HideDefaultUI] ShootingPanel is nil")
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--end
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--MainControlBaseUITemp.ShootingUIPanel.SwitchWeaponSlot_Mode2:SetVisibility(ESlateVisibility.Collapsed) --- 右武器栏
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--MultiLayer_RightWeaponSlot
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--折叠二号武器槽位
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--MainControlBaseUITemp.ShootingUIPanel.SwitchWeaponSlot_Mode2.Image_Selected:SetVisibility(ESlateVisibility.Collapsed)
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--MainControlBaseUITemp.ShootingUIPanel.SwitchWeaponSlot_Mode2.GridPanel_FireMode:SetVisibility(ESlateVisibility.Collapsed)
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--MainControlBaseUITemp.ShootingUIPanel.SwitchWeaponSlot_Mode2.MultiLayer_Pistol:SetVisibility(ESlateVisibility.Collapsed)
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--local ShootingUIPanel = MainControlPanel.ShootingUIPanel
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--ShootingUIPanel:SetVisibility(ESlateVisibility.Collapsed) ---不显示战斗界面
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UGCEventSystem.SetTimerLoop(UGCGameSystem.GameState, function()
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MainControlPanel.SkillLayer:SetVisibility(ESlateVisibility.Collapsed); -- 技能1
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end, 1)
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end
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-- UGCWidgetManagerSystem.LoadLobbyChatFrameUI() --- 加载大厅聊天框UI
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end
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WidgetConfig.EDefaultUIMode = {
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None = 1;
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Menu = 2;
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PlaceMode = 3;
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}
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WidgetConfig.NowDefaultUIMode = WidgetConfig.EDefaultUIMode.None
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WidgetConfig.bInitializedHideWidgetInfo = false
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function WidgetConfig.InitHideWidgetInfo()
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if WidgetConfig.bInitializedHideWidgetInfo then return end
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local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
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local PlayerInfoPanel = GameBusinessManager.GetWidgetFromName(ingame, "PlayerInfoPanel_C")
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WidgetConfig.HideWidgetInfo = {
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[WidgetConfig.EDefaultUIMode.Menu] = {
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--MainControlPanel.MainControlBaseUI.Canvas_Speaker,
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--MainControlPanel.MainControlBaseUI.Canvas_Microphone,
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--MainControlPanel.MainControlBaseUI.CanvasPanel_RunState,
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--MainControlPanel.MainControlBaseUI.ChatAndChatPanelCanvas,
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--MainControlPanel.MainControlBaseUI.Canvas_Speaker,
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--MainControlPanel.MainControlBaseUI.ChatAndChatPanelCanvas,
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--MainControlPanel.MainControlBaseUI.CanvasPanel_FreeCamera,
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MainControlPanel.MainControlBaseUI,
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MainControlPanel.ShootingUIPanel
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},
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[WidgetConfig.EDefaultUIMode.PlaceMode] = {
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--MainControlPanel.MainControlBaseUI.Canvas_Speaker,
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--MainControlPanel.MainControlBaseUI.Canvas_Microphone,
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--MainControlPanel.MainControlBaseUI.CanvasPanel_RunState,
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--MainControlPanel.MainControlBaseUI.ChatAndChatPanelCanvas,
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--MainControlPanel.MainControlBaseUI.Canvas_Speaker,
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--MainControlPanel.MainControlBaseUI.ChatAndChatPanelCanvas,
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--MainControlPanel.MainControlBaseUI.CanvasPanel_FreeCamera,
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MainControlPanel.MainControlBaseUI,
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MainControlPanel.ShootingUIPanel.CustomFireBtnR,
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MainControlPanel.ShootingUIPanel.CustomFireBtnL,
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MainControlPanel.ShootingUIPanel.SwitchWeaponSlot_Mode2,
|
|
MainControlPanel.ShootingUIPanel.SwitchWeaponSlot_Mode2_C_0,
|
|
},
|
|
}
|
|
WidgetConfig.bInitializedHideWidgetInfo = true
|
|
end
|
|
|
|
|
|
|
|
|
|
function WidgetConfig.SetDefaultUIMode(InDefaultUIMode)
|
|
if not table.hasValue(WidgetConfig.EDefaultUIMode, InDefaultUIMode) then
|
|
return
|
|
end
|
|
WidgetConfig.InitHideWidgetInfo()
|
|
if WidgetConfig.NowDefaultUIMode ~= InDefaultUIMode then
|
|
if WidgetConfig.NowDefaultUIMode ~= WidgetConfig.EDefaultUIMode.None then
|
|
|
|
end
|
|
WidgetConfig.NowDefaultUIMode = InDefaultUIMode
|
|
if WidgetConfig.NowDefaultUIMode == WidgetConfig.EDefaultUIMode.None then
|
|
return
|
|
end
|
|
local HideWidgetList = WidgetConfig.HideWidgetInfo[WidgetConfig.NowDefaultUIMode]
|
|
for i, v in pairs(HideWidgetList) do
|
|
v:SetVisibility(ESlateVisibility.Collapsed);
|
|
end
|
|
end
|
|
end
|
|
|
|
function WidgetConfig.RemoveDefaultUIMode(InDefaultUIMode)
|
|
if not table.hasValue(WidgetConfig.EDefaultUIMode, InDefaultUIMode) or WidgetConfig.NowDefaultUIMode ~= InDefaultUIMode then
|
|
return
|
|
end
|
|
WidgetConfig.InitHideWidgetInfo()
|
|
local HideWidgetList = WidgetConfig.HideWidgetInfo[InDefaultUIMode]
|
|
for i, v in pairs(HideWidgetList) do
|
|
v:SetVisibility(ESlateVisibility.SelfHitTestInvisible);
|
|
end
|
|
WidgetConfig.NowDefaultUIMode = WidgetConfig.EDefaultUIMode.None
|
|
end
|
|
|
|
-- HideUI --------------------------------------------------------------------------------------------------------------------------------
|