UGCProjects/InfFire/Script/UI/SelectWeapons/Child/WB_SelectWeaponItems.lua
2025-01-04 23:00:19 +08:00

159 lines
4.5 KiB
Lua

---@class WB_SelectWeaponItems_C:UUserWidget
---@field Button_Item UNewButton
---@field Overlay_Lock UOverlay
---@field TextBlock_Kill UTextBlock
---@field VerticalBox_Weapons UVerticalBox
---@field WidgetSwitcher_IsSelect UWidgetSwitcher
--Edit Below--
---@type WB_SelectWeaponItems_C
local WB_SelectWeaponItems = { bInitDoOnce = false; };
function WB_SelectWeaponItems:Construct()
self:LuaInit();
end
function WB_SelectWeaponItems:LuaInit()
if self.bInitDoOnce then return ; end
self.Button_Item.OnClicked:Add(self.OnClickItem, self)
UITool.HideAllChildren(self.VerticalBox_Weapons);
UITool.EnableButtonScroll(self.Button_Item);
self.bInitDoOnc = true;
end
WB_SelectWeaponItems.Owner = nil;
WB_SelectWeaponItems.Func = nil;
function WB_SelectWeaponItems:Init(InOwner, InFunc)
self.Owner = InOwner;
self.Func = InFunc;
self:LuaInit();
end
WB_SelectWeaponItems.ItemIds = {};
WB_SelectWeaponItems.ItemId = nil;
function WB_SelectWeaponItems:SetItemId(InItemIds)
-- 两个都隐藏
self.ItemIds = InItemIds;
UITool.HideAllChildren(self.VerticalBox_Weapons);
if type(InItemIds) == 'table' then
for i = 1, table.getCount(InItemIds) do
local Item = self.VerticalBox_Weapons:GetChildAt(i - 1);
self.ItemId = InItemIds[i];
Item:SetItemId(InItemIds[i]);
Item:SetVisibility(ESlateVisibility.HitTestInvisible);
end
elseif type(InItemIds) == 'number' then
local Item = self.VerticalBox_Weapons:GetChildAt(0)
self.ItemId = InItemIds;
Item:SetItemId(InItemIds);
Item:SetVisibility(ESlateVisibility.HitTestInvisible);
end
end
WB_SelectWeaponItems.Locked = false;
WB_SelectWeaponItems.NeedKill = 0;
function WB_SelectWeaponItems:GetKillNum()
if self.ItemId == nil then return 0 end
local SelectedWeapons = MiniGameConfig[MiniGameMapType.BoltGod1].Params.SelectedWeapons
for i, v in pairs(SelectedWeapons) do
if EnglishNamedWeapon[i] ~= nil and EnglishNamedWeapon[i].ItemId == self.ItemId then
return v;
end
end
return 0;
end
function WB_SelectWeaponItems:SetKillNum(InNum)
UGCLogSystem.Log("[WB_SelectWeaponItems:SetKillNum] InNum = %d, NeedKill = %d", InNum, self.NeedKill);
if self.NeedKill == 0 then
-- 检测并获取
self.NeedKill = self:GetKillNum();
if self.NeedKill == 0 then
UGCLogSystem.Log("[WB_SelectWeaponItems:SetKillNum] NeedKill = %d", self.NeedKill);
end
end
if InNum < self.NeedKill then
self:SetLocked(true);
end
if self.Locked then
if InNum >= self.NeedKill then
-- 开启
self:SetLocked(false);
--UITool.ShowTips("有新的武器可以选择!!")
WidgetManager:GetPanel(WidgetConfig.EUIType.Main, function(Widget)
Widget:ShowTip(true);
end)
end
end
self.TextBlock_Kill:SetText(string.format('%d/%d', InNum, self.NeedKill));
end
--- 这是初始设置
function WB_SelectWeaponItems:SetWeaponItemInfo(index, InWeaponInfo)
self:SetItemId(InWeaponInfo.ItemId);
self.NeedKill = InWeaponInfo.Kill or 0;
if InWeaponInfo.Kill > 0 then
-- 设置为不可用
self:SetLocked(true);
-- 尝试获取一下
if GlobalMiniMode ~= nil and LocalPlayerKey ~= nil and GlobalMiniMode.PlayerKDAs[LocalPlayerKey] ~= nil then
local Kill = GlobalMiniMode.PlayerKDAs[LocalPlayerKey].Kill
if Kill and Kill >= InWeaponInfo.Kill then
self:SetLocked(false);
self.TextBlock_Kill:SetText(string.format('%d/%d', Kill, InWeaponInfo.Kill));
else
self.TextBlock_Kill:SetText(string.format('0/%d', InWeaponInfo.Kill));
end
else
self.TextBlock_Kill:SetText(string.format('0/%d', InWeaponInfo.Kill));
end
else
self:SetLocked(false);
end
end
function WB_SelectWeaponItems:SetLocked(IsLock)
self.Locked = IsLock;
if IsLock then
self.Overlay_Lock:SetVisibility(ESlateVisibility.SelfHitTestInvisible);
else
self.Overlay_Lock:SetVisibility(ESlateVisibility.Collapsed);
end
end
function WB_SelectWeaponItems:OnClickItem()
-- 直接发送过去
if not self.Locked then
self.Func(self.Owner, self);
else
UITool.ShowTips("还需要淘汰%d人才能解锁该武器", self.NeedKill - GlobalMiniMode.PlayerKDAs[LocalPlayerKey].Kill);
end
end
function WB_SelectWeaponItems:GetItemIds()
return self.ItemIds;
end
WB_SelectWeaponItems.IsSelect = false;
function WB_SelectWeaponItems:SetSelect(IsSelect)
self.IsSelect = IsSelect;
self.WidgetSwitcher_IsSelect:SetActiveWidgetIndex(IsSelect and 1 or 0);
--self.Button_Item:SetIsEnabled(false);
end
function WB_SelectWeaponItems:GetIsSelect()
return self.IsSelect;
end
-- function WB_SelectWeaponItems:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_SelectWeaponItems:Destruct()
-- end
return WB_SelectWeaponItems;