UGCProjects/SoloKing/Script/UI/SelectWeapons/Item/WB_WeaponSelectItem.lua
2025-01-21 11:29:14 +08:00

119 lines
3.6 KiB
Lua

---@class WB_WeaponSelectItem_C:UUserWidget
---@field Button_Select UNewButton
---@field Image_IsSelect UImage
---@field TextBlock_TextName UTextBlock
---@field WeaponInfo1 UWB_WeaponItem_C
---@field WeaponInfo2 UWB_WeaponItem_C
--Edit Below--
local WB_WeaponSelectItem = {
bInitDoOnce = false;
bIsSelect = false;
ItemID = 0;
Weapons = nil;
};
--[==[ Construct
function WB_WeaponSelectItem:Construct()
end
-- Construct ]==]
-- function WB_WeaponSelectItem:Tick(MyGeometry, InDeltaTime)
-- end
-- function WB_WeaponSelectItem:Destruct()
-- end
function WB_WeaponSelectItem:LuaInit()
if self.bInitDoOnce then return; end
self.bInitDoOnce = true;
WidgetLibrary.BindButtonClicked(self.Button_Select, self.SelectWeaponCombination, self)
-- 在这里修改 这里加双武器武器配置存档修改的监听
-- UGCEventSystem.AddListener(ArchiveDataConfig.GetParamNotifyEvent(ArchiveDataConfig.EArchiveType.WeaponCombs), self.UpdateWeaponComb, self)
self.Button_Select:SetTouchMethod(EButtonTouchMethod.PreciseTap)
end
function WB_WeaponSelectItem:Init(InCombinationIndex)
self:LuaInit()
self.CombinationIndex = InCombinationIndex
UGCLogSystem.Log("[WB_WeaponSelectItem:Init] InCombinationIndex = " .. InCombinationIndex);
self.TextBlock_TextName:SetText("配置" .. self.CombinationIndex)
local SavedWeaponComb = nil
if ArchiveTable[LocalPlayerKey] and not table.isEmpty(ArchiveTable[LocalPlayerKey].EnterWeapons) then
SavedWeaponComb = ArchiveTable[LocalPlayerKey].EnterWeapons;
end
local CombinationList = WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon;
if SavedWeaponComb and SavedWeaponComb[self.CombinationIndex] then
self:UpdateWeapons(SavedWeaponComb[self.CombinationIndex])
elseif CombinationList and CombinationList[self.CombinationIndex] then
self:UpdateWeapons(CombinationList[self.CombinationIndex]);
end
end
function WB_WeaponSelectItem:UpdateWeaponComb()
local EnterWeapons = UE.GetLocalArchiveData("EnterWeapons");
local Weapons = TableHelper.DeepCopyTable(WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon);
if EnterWeapons then
for i, v in pairs(Weapons) do
if EnterWeapons[i] then Weapons[i] = EnterWeapons[i]; end
end
end
if Weapons and Weapons[self.CombinationIndex] then
local TargetWeaponComb = Weapons[self.CombinationIndex]
if self.Weapons == nil or TargetWeaponComb[1] ~= self.Weapons[1] or TargetWeaponComb[2] ~= self.Weapons[2] then
self:UpdateWeapons(TargetWeaponComb)
end
end
end
function WB_WeaponSelectItem:UpdateWeapons(InWeapons)
self.Weapons = table.DeepCopy(InWeapons)
if self.Weapons then
self.WeaponInfo1:SetWeaponID(self.Weapons[1])
if self.Weapons[2] then
self.WeaponInfo2:SetWeaponID(self.Weapons[2])
self.WeaponInfo2:SetVisWeaponInfo(true)
else
self.WeaponInfo2:SetVisWeaponInfo(false)
end
self:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
self:SetVisibility(ESlateVisibility.Collapsed)
end
end
function WB_WeaponSelectItem:GetCombinationIndex()
return self.CombinationIndex
end
function WB_WeaponSelectItem:SelectWeaponCombination()
if self.SelectCallBackFunc then
if self.SelectCallBackObj then
self.SelectCallBackFunc(self.SelectCallBackObj, self:GetCombinationIndex())
else
self.SelectCallBackFunc(self:GetCombinationIndex())
end
end
end
function WB_WeaponSelectItem:BindSelectCallBack(InFunc, InObj)
self.SelectCallBackFunc = InFunc
self.SelectCallBackObj = InObj
end
function WB_WeaponSelectItem:SetSelect(IsSelect)
if IsSelect then
self.Image_IsSelect:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
self.Image_IsSelect:SetVisibility(ESlateVisibility.Collapsed)
end
end
return WB_WeaponSelectItem;