2025-01-04 23:00:19 +08:00

127 lines
5.1 KiB
Lua

WidgetConfig = WidgetConfig or {}
-- 默认UI的隐藏
---@param InShow bool
function WidgetConfig.HideDefaultUI(InShow)
---@type MainControlPanelTochButton_C
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
if MainControlPanel ~= nil then
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
local Show = not InShow
MainControlBaseUI.NavigatorPanel:SetVisibility(ESlateVisibility.Collapsed); --导航面板
MainControlBaseUI.Image_0:SetVisibility(ESlateVisibility.Collapsed); --导航指针
MainControlBaseUI.CanvasPanel_FreeCamera:SetAdvancedCollapsed(Show); --小眼睛
MainControlBaseUI.CanvasPanel_MiniMapAndSetting:SetAdvancedCollapsed(Show); --小地图
MainControlBaseUI.SignalReceivingAreaTIPS_UIBP:SetAdvancedCollapsed(Show);
MainControlBaseUI.CanvasPanelSurviveKill:AddAdvancedCollapsedCount(1) --- 剩余人数、淘汰数
--MainControlBaseUI.Border_TopPlatformTipsColor:SetAdvancedCollapsed(Show); --顶部平台击杀提示
MainControlBaseUI.PlayerInfoSocket:SetAdvancedCollapsed(Show); --血条信息
MainControlBaseUI.SurviveInfoPanel:SetVisibility(ESlateVisibility.Collapsed) --- 存活人数
MainControlBaseUI.ChatAndChatPanelCanvas:SetAdvancedCollapsed(Show); --聊天A
MainControlBaseUI.InvalidationBox_3:AddAdvancedCollapsedCount(1); -- 背包
MainControlBaseUI.CanvasPanel_BackpackPanel:AddAdvancedCollapsedCount(1); -- 背包
MainControlBaseUI.CanvasPanel_AutoJoinPanel:AddAdvancedCollapsedCount(1); -- 距离军事竞赛还有xx秒
if MainControlBaseUI.QuickExpressionUIBP ~= nil then
MainControlBaseUI.QuickExpressionUIBP.Switcher_Expression:SetAdvancedCollapsed(Show) --表情
end
local ShootingUIPanel = MainControlPanel.ShootingUIPanel;
ShootingUIPanel.NewbieGuideCanvas:SetAdvancedCollapsed(Show); --SwimControl
ShootingUIPanel.Fade:SetAdvancedCollapsed(Show);
else
UGCLogSystem.Log('[UIUtils.ShowDefaultHUD] 无法加载 MainControlPanel');
end
end
function WidgetConfig.CloseAutoJoinPanel()
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C");
if MainControlPanel ~= nil then
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
if MainControlBaseUI then
if MainControlBaseUI.CanvasPanel_AutoJoinPanel then
MainControlBaseUI.CanvasPanel_AutoJoinPanel:SetVisibility(ESlateVisibility.Collapsed); -- 距离军事竞赛还有xx秒
end
end
end
end
WidgetConfig.EUILayerGroup = {
Negative = -1,
Least = 0,
Bottom = 1,
Low = 2,
MainUI = 10003,
Medium = 10010,
High = 10020,
Top = 10030,
Topper = 10040,
Toppest = 10080,
Notice = 10100,
};
-- UI 类型
WidgetConfig.EUIType = {
Default = 0,
Main = 1,
Settlement = 2,
FaceNotice = 3,
SelectMap = 4, -- 地图选择界面
Backpack = 5, -- 背包配置页面
Spectation = 6, -- 观战界面
SelectSoldier = 7, -- 选择兵种界面
RoundWin = 8, -- 回合结束胜利
}
---@return table<EUIType, HUDConfigItem> key: int32 value: HUDConfigStruct
WidgetConfig.HUDConfig = {
[WidgetConfig.EUIType.Main] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Main.WB_Main_C'),
-- 是否仅显示一次
bShowOnce = false,
Layer = WidgetConfig.EUILayerGroup.Low,
bAddToTouch = true;
},
[WidgetConfig.EUIType.Settlement] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'),
-- 是否仅显示一次
bShowOnce = true,
Layer = WidgetConfig.EUILayerGroup.Toppest,
},
[WidgetConfig.EUIType.FaceNotice] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_FaceNotice.WB_FaceNotice_C'),
-- 随时可以查看
bShowOnce = false,
Layer = WidgetConfig.EUILayerGroup.Top,
},
[WidgetConfig.EUIType.Spectation] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Spectation.WB_Spectation_C'),
-- 随时可以查看
bShowOnce = false,
Layer = WidgetConfig.EUILayerGroup.Medium,
},
[WidgetConfig.EUIType.SelectMap] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_SelectLevel.WB_SelectLevel_C'),
-- 随时可以查看
bShowOnce = true,
Layer = WidgetConfig.EUILayerGroup.High + 1,
},
[WidgetConfig.EUIType.SelectSoldier] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectSoldier/WB_SelectSoldier.WB_SelectSoldier_C'),
bShowOnce = true,
Layer = WidgetConfig.EUILayerGroup.High,
},
[WidgetConfig.EUIType.Backpack] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_Backpack1.WB_Backpack1_C'),
-- 随时可以查看
bShowOnce = false,
Layer = WidgetConfig.EUILayerGroup.Medium,
},
[WidgetConfig.EUIType.RoundWin] = {
Path = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/WB_RoundWin.WB_RoundWin_C'),
-- 随时可以查看
bShowOnce = false,
Layer = WidgetConfig.EUILayerGroup.Top,
},
}
return WidgetConfig