回退至简易刀光实现

刀光扭曲视觉表现不佳,笔直的刀光可能视觉感受更好,先不让材质扭曲,后续如果还需要实现扭曲效果,可以在这个版本的基础上继续研究
This commit is contained in:
2025-09-01 01:14:17 +08:00
parent 11896c87b1
commit 4e7f89bd38
9 changed files with 154 additions and 104 deletions

View File

@ -4,6 +4,8 @@
#include "Core/PW_UserWidget.h"
#include "Core/UI/PW_UIHud.h"
#include "slua.h"
#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
#include "EnhancedInput/Public/EnhancedInputComponent.h"
UPW_SimpleWidget::UPW_SimpleWidget():bVisible(true){
bVisible = true;
@ -36,7 +38,6 @@ FLuaWidgetEventHandle UPW_SimpleWidget::BP_BindLuaEvent(const FName& EventName,
TMap<int32, slua::LuaVar>& FunctionPool = LuaFuncMappings.FindOrAdd(EventName);
HandleIndex += 1;
FunctionPool.Add(HandleIndex, InLuaFunction.value);
//FunctionPool[HandleIndex] = InLuaFunction.value;
Handle.EventName = EventName;
Handle.HandleIndex = HandleIndex;
return Handle;
@ -65,29 +66,22 @@ void UPW_SimpleWidget::BP_EmitLuaEvent(const FName& EventName, const FLuaBPVar&
}
}
FReply UPW_SimpleWidget::NativeOnMouseButtonDown(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent){
slua::LuaVar SelfTable = GetSelfTable();
if (SelfTable.isTable()) {
slua::LuaVar LuaCallback = SelfTable.getFromTable<slua::LuaVar, FString>(TEXT("LuaMouseButtonDown"));
if (LuaCallback.isFunction()) {
LuaCallback.call();
}
}
return FReply::Unhandled();
//return Super::NativeOnMouseButtonDown(InGeometry, InMouseEvent);
void UPW_SimpleWidget::BP_BindLuaEnhancedInput(UInputAction* Action, FLuaBPVar Callback) {
UEnhancedInputComponent* EnhancedInput;
if (!Action) return;
EnhancedInput = CastChecked<UEnhancedInputComponent>(GetOwningPlayer()->InputComponent);
if (!EnhancedInput) return;
EnhancedInput->BindActionInstanceLambda(Action, ETriggerEvent::Triggered, [Callback](const FInputActionInstance& ActionInstance) {
slua::LuaVar LuaCallback = Callback.value;
if (!LuaCallback.isFunction()) return;
LuaCallback.call();
});
}
FReply UPW_SimpleWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent){
slua::LuaVar SelfTable = GetSelfTable();
if (SelfTable.isTable()) {
slua::LuaVar LuaCallback = SelfTable.getFromTable<slua::LuaVar, FString>(TEXT("LuaMouseButtonUp"));
if (LuaCallback.isFunction()) {
LuaCallback.call();
}
}
return FReply::Unhandled();
//return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
}
void UPW_UserWidget::BP_Close(){
APW_UIHud* Hud = Cast<APW_UIHud>(GetPlayerContext().GetHUD());
@ -105,12 +99,33 @@ void UPW_UserWidget::FrameWorkSetVisible(bool InVisible){
_RefreshVisible();
}
void UPW_UserWidget::_UpdateInputState(bool bNeedRegister) {
APlayerController* PC;
UEnhancedInputLocalPlayerSubsystem* Subsystem;
if (!InputMappingContext) return;
PC = GetOwningPlayer();
if (!PC) return;
Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer());
if (!Subsystem) return;
if (bNeedRegister) {
Subsystem->AddMappingContext(InputMappingContext, 0);
}
else {
Subsystem->RemoveMappingContext(InputMappingContext);
}
}
void UPW_UserWidget::_RefreshVisible(){
bool FinalVisible = bFrameWorkVisible && bVisible;
if (FinalVisible) {
bool bFinalVisible = bFrameWorkVisible && bVisible;
if (bFinalVisible) {
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
}
else {
SetVisibility(ESlateVisibility::Collapsed);
}
_UpdateInputState(bFinalVisible);
}

View File

@ -65,6 +65,7 @@ void UPW_UILayer::PopWidget(const UPW_UserWidget* WidgetInst){
}
}
for (i = 0; i < NeedRemoveWidgets.Num(); ++i) {
NeedRemoveWidgets[i]->FrameWorkSetVisible(false);
NeedRemoveWidgets[i]->RemoveFromParent();
}
if (NeedShowWidget) {

View File

@ -51,10 +51,8 @@ public:
UFUNCTION(BlueprintCallable)
void BP_EmitLuaEvent(const FName& EventName, const FLuaBPVar& InLuaArgs);
public:
virtual FReply NativeOnMouseButtonDown(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)override;
virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)override;
UFUNCTION(BlueprintCallable)
void BP_BindLuaEnhancedInput(class UInputAction* Action, FLuaBPVar Callback);
public:
@ -73,8 +71,7 @@ protected: // lua相关
*
*/
UCLASS()
class BUSYRABBIT_API UPW_UserWidget : public UPW_SimpleWidget
{
class BUSYRABBIT_API UPW_UserWidget : public UPW_SimpleWidget{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName="是否全局唯一")
@ -84,6 +81,9 @@ public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
EWidgetLayoutType LayoutType;
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputMappingContext> InputMappingContext;
public:
UFUNCTION(BlueprintCallable)
void BP_Close();
@ -95,6 +95,8 @@ public:
void FrameWorkSetVisible(bool InVisible);
protected:
void _UpdateInputState(bool bNeedRegister);
void _RefreshVisible();
protected: