145 lines
5.8 KiB
Lua
145 lines
5.8 KiB
Lua
---@class WB_TeamSettlement_C:UUserWidget
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---@field Button_AutoReturnToLobby UButton
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---@field Button_share UButton
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---@field CanvasPanel_Result UCanvasPanel
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---@field Image_Left UImage
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---@field Image_Right UImage
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---@field Image_titlebg UImage
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---@field TextBlock_AutoReturnToLobby UTextBlock
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---@field TextBlock_LeftName UTextBlock
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---@field TextBlock_LeftScore UTextBlock
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---@field TextBlock_Levels2_2 UTextBlock
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---@field TextBlock_RightName UTextBlock
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---@field TextBlock_RightScore UTextBlock
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---@field VerticalBox_Left UVerticalBox
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---@field VerticalBox_Right UVerticalBox
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---@field WidgetSwitcher_Win UWidgetSwitcher
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--Edit Below--
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---@type WB_TeamSettlement_C
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local WB_TeamSettlement = {
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bInitDoOnce = false;
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LeftTeamType = 1;
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RightTeamType = 2;
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};
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function WB_TeamSettlement:Construct()
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--UGCEventSystem.AddListener(EventEnum.UpdatePlayerScoreData, self.UpdateRank, self);
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--UGCEventSystem.AddListener(EventEnum.UpdatePlayerRank, self.UpdateRank, self);
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WidgetLibrary.BindButtonClicked(self.Button_AutoReturnToLobby, self.Button_AutoReturnToLobby_OnClicked, self)
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WidgetLibrary.BindButtonClicked(self.Button_share, self.ShareSettlement, self)
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-- 设置颜色
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local CTColor = TeamConfig.TeamColor[TeamConfig.TeamType.CT]
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local TColor = TeamConfig.TeamColor[TeamConfig.TeamType.T]
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self.TextBlock_LeftScore:SetColorAndOpacity({SpecifiedColor = CTColor, ColorUseRule = 0})
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self.TextBlock_RightScore:SetColorAndOpacity({SpecifiedColor = TColor, ColorUseRule = 0})
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self.Image_Left:SetColorAndOpacity(CTColor)
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self.Image_Right:SetColorAndOpacity(TColor)
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self.TextBlock_LeftName:SetText(TeamConfig.TeamName[TeamConfig.TeamType.CT].."方")
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self.TextBlock_RightName:SetText(TeamConfig.TeamName[TeamConfig.TeamType.T].."方")
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self:SetItemTeam()
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end
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function WB_TeamSettlement:OnShowPanel()
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self:AutoReturnToLobby()
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self:UpdateRank()
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end
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function WB_TeamSettlement:SetItemTeam()
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local LocalPlayerTeamID = UGCPlayerControllerSystem.GetTeamID(UGCSystemLibrary.GetLocalPlayerController())
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if LocalPlayerTeamID == TeamConfig.TeamType.CT then
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self.LeftTeamType, self.RightTeamType = TeamConfig.TeamType.CT, TeamConfig.TeamType.T
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else
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self.LeftTeamType, self.RightTeamType = TeamConfig.TeamType.T, TeamConfig.TeamType.CT
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end
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for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
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local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
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local ItemRightInst = self.VerticalBox_Right:GetChildAt(i)
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ItemLeftInst:SetTeam(TeamConfig.TeamType.CT)
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ItemRightInst:SetTeam(TeamConfig.TeamType.T)
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end
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end
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function WB_TeamSettlement:UpdateRank()
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UGCLogSystem.Log("[WB_TeamSettlement_UpdateRank]")
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local CTScore = UGCGameSystem.GameState:GetTeamScore(self.LeftTeamType)
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local TScore = UGCGameSystem.GameState:GetTeamScore(self.RightTeamType)
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self.TextBlock_LeftScore:SetText(tostring(CTScore))
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self.TextBlock_RightScore:SetText(tostring(TScore))
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-- 设置胜利图标
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local PlayerTeamID = UGCGameSystem.GameState:GetPlayerTeamIDByPlayerKey(UGCSystemLibrary.GetLocalPlayerKey())
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self.WidgetSwitcher_Win:SetActiveWidgetIndex(0)
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if PlayerTeamID == self.LeftTeamType then
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if CTScore < TScore then
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self.WidgetSwitcher_Win:SetActiveWidgetIndex(1)
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end
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else
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if CTScore > TScore then
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self.WidgetSwitcher_Win:SetActiveWidgetIndex(1)
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end
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end
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local RankData = UGCGameSystem.GameState:GetPlayerRank()
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UGCLogSystem.LogTree("[WB_TeamSettlement_UpdateRank]", RankData)
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for i = 0, self.VerticalBox_Left:GetChildrenCount() - 1 do
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local ItemLeftInst = self.VerticalBox_Left:GetChildAt(i)
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local ItemRightInst = self.VerticalBox_Right:GetChildAt(i)
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local PlayerKeyLeft = RankData[self.LeftTeamType] and RankData[self.LeftTeamType][i + 1] or nil
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local PlayerKeyRight = RankData[self.RightTeamType] and RankData[self.RightTeamType][i + 1] or nil
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if PlayerKeyLeft then
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ItemLeftInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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ItemLeftInst:InitRankInfo(PlayerKeyLeft)
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else
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ItemLeftInst:SetVisibility(ESlateVisibility.Collapsed)
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end
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if PlayerKeyRight then
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ItemRightInst:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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ItemRightInst:InitRankInfo(PlayerKeyRight)
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else
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ItemRightInst:SetVisibility(ESlateVisibility.Collapsed)
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end
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end
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end
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function WB_TeamSettlement:AutoReturnToLobby()
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self.DelayReturnToLobbyTime = GlobalConfigs.GameSetting.DelayReturnToLobbyTime
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self.SettlementTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
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self.DelayReturnToLobbyTimerHandle = UGCEventSystem.SetTimerLoop(
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self,
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function ()
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local NowTime = KismetSystemLibrary.GetGameTimeInSeconds(self)
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local ShowTime = math.floor(self.DelayReturnToLobbyTime - (NowTime - self.SettlementTime))
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ShowTime = ShowTime >= 0 and ShowTime or 0
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self.TextBlock_AutoReturnToLobby:SetText(string.format("返回大厅(%ds)", ShowTime))
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if ShowTime <= 0 then self:Button_AutoReturnToLobby_OnClicked() end
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end,
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0.5
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)
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end
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function WB_TeamSettlement:Button_AutoReturnToLobby_OnClicked()
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if UGCGameSystem.GameState.GameStateType ~= CustomEnum.EGameState.End then return end
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if self == nil or self.DoOnceReturnToLobby then return end
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if self.DelayReturnToLobbyTimerHandle then
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UGCEventSystem.StopTimer(self.DelayReturnToLobbyTimerHandle)
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self.DelayReturnToLobbyTimerHandle = nil
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end
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self.DoOnceReturnToLobby = true
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UGCGameSystem.ReturnToLobby()
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UGCLogSystem.Log("[WB_TeamSettlement_Button_AutoReturnToLobby_OnClicked]")
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end
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--- 分享战绩
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function WB_TeamSettlement:ShareSettlement()
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UGCWidgetManagerSystem.Share();
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end
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return WB_TeamSettlement; |