193 lines
8.6 KiB
Lua
193 lines
8.6 KiB
Lua
WidgetConfig = WidgetConfig or {}
|
|
|
|
--- 默认UI的隐藏
|
|
function WidgetConfig.HideDefaultUI()
|
|
--- 隐藏平底锅切换扔出模式
|
|
--- ShootingUI.Customize_ThrowPlus:SetAdvancedCollapsed(true)
|
|
--- local MainControlPanel = UGCWidgetManagerSystem.GetMainControlUI()
|
|
local MainControlPanel = GameBusinessManager.GetWidgetFromName(ingame, "MainControlPanelTochButton_C")
|
|
if MainControlPanel ~= nil then
|
|
local MainControlBaseUI = MainControlPanel.MainControlBaseUI;
|
|
--MainControlBaseUI.Ingame_TeamPanel_BP:SetVisibility(ESlateVisibility.Visible);
|
|
|
|
MainControlBaseUI.Image_IngameLogo:SetVisibility(ESlateVisibility.Collapsed) --- 局内游戏Logo
|
|
MainControlBaseUI.Image_0:SetVisibility(ESlateVisibility.Collapsed) --- 指南针指针
|
|
MainControlBaseUI.NavigatorPanel:SetVisibility(ESlateVisibility.Collapsed) --- 指南针界面
|
|
MainControlBaseUI.SurviveInfoPanel:SetVisibility(ESlateVisibility.Collapsed) --- 存活人数
|
|
--- MainControlBaseUI.CanvasPanel_BackpackPanel:SetVisibility(ESlateVisibility.Collapsed) --- 背包按钮
|
|
--- MainControlBaseUI.CanvasPanel_HelmetArmor:SetVisibility(ESlateVisibility.Collapsed) --- 头盔、护甲按钮
|
|
MainControlBaseUI.CanvasPanelSurviveKill:SetVisibility(ESlateVisibility.Collapsed) --- 剩余人数、淘汰数
|
|
MainControlBaseUI.SignalReceivingAreaTIPS_UIBP:SetVisibility(ESlateVisibility.Collapsed) --- 信号区提示
|
|
MainControlBaseUI.CircleChasingProgress:SetVisibility(ESlateVisibility.Collapsed) --- 刷圈进度
|
|
-- MainControlBaseUI.IsNeedTeamPanel = true --- 不显示队友面板
|
|
-- MainControlBaseUI.CanvasPanel_BackpackPanel:AddAdvancedCollapsedCount(1) --- 背包按钮
|
|
-- MainControlBaseUI.Ingame_TeamPanelNew_BP
|
|
-- MainControlBaseUI.Ingame_TeamPanel_BP:SetVisibility(ESlateVisibility.Visible); --- 显示队友血量等信息
|
|
MainControlBaseUI.ChangeSight_UIBP.CanvasPanel_Sight:SetVisibility(ESlateVisibility.Visible);
|
|
local ShootingPanel = UGCWidgetManagerSystem.GetShootingUIPanel()
|
|
if ShootingPanel then
|
|
-- ShootingPanel.SwitchWeaponSlot_Mode2_C_0:SetVisibility(ESlateVisibility.Collapsed) --- 右武器栏
|
|
else
|
|
UGCLogSystem.LogError("[WidgetConfig_HideDefaultUI] ShootingPanel is nil")
|
|
end
|
|
|
|
--- local ShootingUIPanel = MainControlPanel.ShootingUIPanel
|
|
--- ShootingUIPanel:SetVisibility(ESlateVisibility.Collapsed) ---不显示战斗界面
|
|
end
|
|
|
|
--- UGCWidgetManagerSystem.LoadLobbyChatFrameUI() --- 加载大厅聊天框UI
|
|
end
|
|
|
|
|
|
WidgetConfig.EUILayerGroup = {
|
|
Negative = -1,
|
|
Least = 0,
|
|
Bottom = 1,
|
|
Low = 2,
|
|
Low_Add1 = 3,
|
|
MainUI = 10003,
|
|
Medium = 10004,
|
|
High = 10005,
|
|
Guide = 10006,
|
|
Top = 10007,
|
|
Toppest = 10008,
|
|
Notice = 10009,
|
|
}
|
|
|
|
WidgetConfig.EUIType = {
|
|
Default = 0,
|
|
WaitingTime = 1, --- 等待时间
|
|
Ranking = 2, --- 排行榜单
|
|
Settlement = 3, --- 结算界面
|
|
InsufficientNumberOfPeople = 4, --- 人数不足
|
|
InvincibleTime = 5, --- 无敌时间
|
|
|
|
DamageAnim = 6, --- 给予伤害后的动画
|
|
KillInfo = 7, --- 击杀信息
|
|
Guide = 8, --- 玩法说明
|
|
|
|
FightPanel = 9, --- 战斗界面
|
|
HookTrace = 10, --- 抓钩准星
|
|
Winner = 11, --- 胜利方
|
|
Shop = 12, --- 武器购买
|
|
Key = 13, --- 追踪的钥匙
|
|
KeyMapSetting = 14, --- 键位设置
|
|
|
|
RoundReady = 15, --- 回合准备时间
|
|
KeyMapSettingBG = 16, --- 键位设置的背景,为的是可以看到其他键位
|
|
}
|
|
|
|
|
|
|
|
WidgetConfig.Configs = {
|
|
[WidgetConfig.EUIType.WaitingTime] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/GamePreparation/W_GamePreparation.W_GamePreparation_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Top,
|
|
ShowOnce = false,
|
|
},
|
|
|
|
[WidgetConfig.EUIType.Ranking] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Rank/WB_TeamRank.WB_TeamRank_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Low_Add1,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.Settlement] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Settlement/WB_TeamSettlement.WB_TeamSettlement_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Top,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.InsufficientNumberOfPeople] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/WB_GameUnableToStart.WB_GameUnableToStart_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Top,
|
|
ShowOnce = false,
|
|
},
|
|
|
|
[WidgetConfig.EUIType.InvincibleTime] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/W_InvincibleTime.W_InvincibleTime_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Low,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.DamageAnim] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/W_DamageAnim.W_DamageAnim_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Low,
|
|
ShowOnce = false,
|
|
},
|
|
|
|
[WidgetConfig.EUIType.Guide] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Guide/WB_Guide.WB_Guide_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Guide,
|
|
ShowOnce = false,
|
|
},
|
|
|
|
[WidgetConfig.EUIType.FightPanel] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/FightPanel/WB_FightPanel.WB_FightPanel_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Low,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.HookTrace] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Hook/WB_HookTraceMove.WB_HookTraceMove_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Low,
|
|
ShowOnce = false,
|
|
},
|
|
|
|
|
|
[WidgetConfig.EUIType.Winner] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/Round/WB_RoundFinish.WB_RoundFinish_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.MainUI,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.Shop] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Shop/W_WeaponShop.W_WeaponShop_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.High,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.Key] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneKey/WB_TraceTarget.WB_TraceTarget_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.MainUI,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.KeyMapSetting] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/FightPanel/KeyMapSetting/WB_KeyMapSetting.WB_KeyMapSetting_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Top,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.RoundReady] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/Round/WB_RoundReady.WB_RoundReady_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Top,
|
|
ShowOnce = false,
|
|
},
|
|
[WidgetConfig.EUIType.KeyMapSettingBG] = {
|
|
Widget = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/StatusUI/FightPanel/KeyMapSetting/WB_KeyMapSettingBG.WB_KeyMapSettingBG_C'),
|
|
Layer = WidgetConfig.EUILayerGroup.Negative,
|
|
ShowOnce = false,
|
|
},
|
|
}
|
|
|
|
function WidgetConfig.GetWidgetPathFromUIType(UIType)
|
|
if not WidgetConfig.CheckUIType(UIType) then return end
|
|
return WidgetConfig.Configs[UIType].Widget
|
|
end
|
|
|
|
function WidgetConfig.GetWidgetLayer(UIType)
|
|
if not WidgetConfig.CheckUIType(UIType) then return end
|
|
return WidgetConfig.Configs[UIType].Layer
|
|
end
|
|
|
|
function WidgetConfig.GetWidgetShowOnce(UIType)
|
|
if not WidgetConfig.CheckUIType(UIType) then return end
|
|
return WidgetConfig.Configs[UIType].ShowOnce
|
|
end
|
|
|
|
function WidgetConfig.CheckUIType(UIType)
|
|
return (WidgetConfig.Configs[UIType] ~= nil)
|
|
end
|
|
|
|
function WidgetConfig.GetAllWidgetTypeFromLayer(Layer)
|
|
local Res = {}
|
|
for UIType, _ in pairs(WidgetConfig.Configs) do
|
|
if WidgetConfig.GetWidgetLayer(UIType) == Layer then
|
|
Res[#Res + 1] = UIType
|
|
end
|
|
end
|
|
return Res
|
|
end |