初始化提交

This commit is contained in:
2025-07-09 01:08:35 +08:00
parent d3296791cf
commit 62e0f56c60
618 changed files with 173543 additions and 0 deletions

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local BagGridWidget = {}
local UIUtils = require("UI.Utils")
local GamePlayUtils = require("GamePlay.Utils")
local RoleUtils = require("GamePlay.Utils.RoleUtils")
local BuildUtils = require("GamePlay.Utils.BuildUtils")
local ESlateVisibility = import("ESlateVisibility")
local BlueprintGameplayTagLibrary = import("BlueprintGameplayTagLibrary")
local function SetIsSelected(check_box, is_selected)
if is_selected == nil then
check_box:SetVisibility(ESlateVisibility.Collapsed)
else
check_box:SetVisibility(ESlateVisibility.Visible)
check_box:SetIsChecked(is_selected)
end
end
local function SetItemAndCnt(entry, item_id, item_cnt)
if item_id ~= nil then
entry.Icon:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
local config = GamePlayUtils.GetItemDescConfig(item_id)
local x = slua.loadObject(config.IconResource:ToString())
entry.Icon:SetBrushResourceObject(x)
else
entry.Icon:SetVisibility(ESlateVisibility.Collapsed)
end
item_cnt = item_cnt or 0
if item_cnt > 0 then
entry.Icon:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
if item_cnt > 1 then
entry.TxtCnt:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
entry.TxtCnt:SetVisibility(ESlateVisibility.Collapsed)
end
else
entry.TxtCnt:SetVisibility(ESlateVisibility.Collapsed)
entry.Icon:SetVisibility(ESlateVisibility.Collapsed)
end
entry.item_id = item_id
end
local function GetItemMenuContent(item, item_id)
local config = GamePlayUtils.GetItemConfigByID(item_id)
if config == nil then return {} end
local contents = {}
local consume_function = function()
local inventory = item.inventory
inventory:ConsumeItems(item.index, 1)
local grid = inventory:GetGridWithIndex(item.index)
item:SetData(grid)
end
local is_food = BlueprintGameplayTagLibrary.HasTag(
config.TypeTagContainer,
GamePlayUtils.GetGameplayTag("GameItem.Food"),
false
)
local is_building = BlueprintGameplayTagLibrary.HasTag(
config.TypeTagContainer,
GamePlayUtils.GetGameplayTag("GameItem.Building"),
false
)
if is_food then
table.insert(contents, {"使用", function()
consume_function()
RoleUtils.EatFood(item, item_id)
end})
end
if is_building then
table.insert(contents, {"建造", function()
if BuildUtils.Build(item, item_id) == true then
consume_function()
end
-- RoleUtils.EatFood(item, item_id)
end})
end
table.insert(contents, {"丢弃", function()
consume_function()
end})
return contents
end
function BagGridWidget:OnInitialized()
self.BtnMain.OnClicked:Add(function() self:OnGridClicked() end)
self.CheckBox.OnCheckStateChanged:Add(function(is_selected)
if self.item == nil then return end
self.item.selected = is_selected
end)
end
function BagGridWidget:SetData(grid)
if grid == nil then grid = {} end
SetIsSelected(self.CheckBox, grid.selected)
SetItemAndCnt(self, grid.ItemID, grid.CurrentCount)
end
function BagGridWidget:SetInventoryInfo(inventory, index)
self.index = index
self.inventory = inventory
end
function BagGridWidget:OnDestroy()
end
function BagGridWidget:OnGridClicked()
if not self.item_id then return end
local FVector2D = import("Vector2D")
local SlateBlueprintLibrary = import("SlateBlueprintLibrary")
local geometry = self:GetCachedGeometry()
local size = SlateBlueprintLibrary.GetLocalSize(geometry)
local center = FVector2D()
center.X, center.Y = size.X * 0.5, size.Y * 0.5
local _, viewport_pos = SlateBlueprintLibrary.LocalToViewport(self, geometry, center, nil, nil)
UIUtils.ShowWidget(self, "MenuPanel", {
viewport_pos,
GetItemMenuContent(self, self.item_id)
})
end
return Class(nil, nil, BagGridWidget)

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local BagPanel = {}
local UIUtils = require("UI.Utils")
local GameplayStatics = import("GameplayStatics")
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
function BagPanel:ctor()
self.widgets = {}
end
function BagPanel:OnInitialized()
print("BagPanel:OnInitialized")
self.BtnClose.OnClicked:Add(function() self:Close() end)
end
function BagPanel:Construct()
self["WBP_TableSwitcher"]:SetSelectedSwitcher("RoleInventory")
end
function BagPanel:GetInventory(name)
if name == "Bonfire" then
local sub_system = BusyActorManagerSubSystem.Get(self)
local bonfire = sub_system:GetNearestBonfire()
return bonfire.Inventory
end
end
function BagPanel:Close()
GameplayStatics.SetGamePaused(self, false)
UIUtils.CloseWidget(self)
end
function BagPanel:Refresh()
GameplayStatics.SetGamePaused(self, true)
-- self:SetVisibility(ESlateVisibility.Visible)
-- local sub_system = BusyActorManagerSubSystem.Get(self)
-- local bonfire = sub_system:GetNearestBonfire()
-- bonfire.Inventory:ForEach(slua.createDelegate(function(idx, grid)
-- local widget = self.widgets[idx+1]
-- widget:SetData(grid)
-- widget:SetInventoryInfo(bonfire.Inventory, idx)
-- end))
-- local drop_visible = ESlateVisibility.Collapsed
-- self.Overlay_Confim:SetVisibility(drop_visible)
end
function BagPanel:Destruct()
end
function BagPanel:OnDestroy()
end
return Class(nil, nil, BagPanel)

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local InventoryArea = {}
local RoleUtils = require("GamePlay.Utils.RoleUtils")
local GameplayStatics = import("GameplayStatics")
local WidgetBlueprintLibrary = import("WidgetBlueprintLibrary")
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
function InventoryArea:ctor()
self.widgets = {}
end
function InventoryArea:PreConstruct(bIsDesignTime)
if not bIsDesignTime then return end
end
function InventoryArea:OnInitialized()
self:InitInventoryLayout(self.RowGridCnt, self.ColGridCnt, self.GridClass)
end
function InventoryArea:InitInventoryLayout(row_cnt, col_cnt, cls)
self.widgets = {}
local pc = GameplayStatics.GetPlayerController(self, 0)
for i=1, row_cnt do
for j=1, col_cnt do
local widget = WidgetBlueprintLibrary.Create(self, cls, pc)
self.GridPanel:AddChildToGrid(widget, i-1, j-1)
widget:SetData(nil)
table.insert(self.widgets, widget)
end
end
end
function InventoryArea:OnSwitchIn(inventory_name)
self:SetVisible(true)
local inventory = nil
if inventory_name == "BonfireInventory" then
local sub_system = BusyActorManagerSubSystem.Get(self)
local bonfire = sub_system:GetNearestBonfire()
inventory = bonfire.Inventory
elseif inventory_name == "RoleInventory" then
local role = RoleUtils.GetRole(self)
inventory = role.Inventory
end
if inventory == nil then return end
inventory:ForEach(slua.createDelegate(function(idx, grid)
local widget = self.widgets[idx+1]
widget:SetData(grid)
widget:SetInventoryInfo(inventory, idx)
end))
end
function InventoryArea:OnSwitchOut(inventory_name)
self:SetVisible(false)
end
return Class(nil, nil, InventoryArea)

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local PopupMenuItem = {}
local UIUtils = require("UI.Utils")
function PopupMenuItem:ctor()
self.on_click_callback = nil
end
function PopupMenuItem:PreConstruct(IsDesignTime)
if not IsDesignTime then return end
self.TxtMenuName:SetText(self.MenuText)
end
function PopupMenuItem:OnInitialized()
self:BindEvent("OnClicked", function() self:OnMenuItemClicked() end)
self:BindEvent("OnHovered", function() self:OnHoverStateChange(true) end)
self:BindEvent("OnUnhovered", function() self:OnHoverStateChange(false) end)
end
function PopupMenuItem:Construct()
self.TxtMenuName:SetText(self.MenuText)
end
function PopupMenuItem:OnDestroy()
print(self, "PopupMenuItem:OnDestroy")
end
function PopupMenuItem:SetContent(name, callback)
self.TxtMenuName:SetText(name)
self.on_click_callback = callback
print(self.TxtMenuName:GetText())
end
function PopupMenuItem:BindEvent(event_name, callback)
self.BtnMain[event_name]:Add(callback)
end
function PopupMenuItem:OnHoverStateChange(is_hoverd)
if is_hoverd then
self.ImgBackground.Brush.TintColor = self.ItemHoverdColor
else
self.ImgBackground.Brush.TintColor = self.ItemNormalColor
end
end
function PopupMenuItem:OnMenuItemClicked()
print("OnMenuItemClicked")
if self.on_click_callback ~= nil then
self.on_click_callback()
end
UIUtils.HideWidgetByName(self, "MenuPanel")
end
return Class(nil, nil, PopupMenuItem)

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local PopupMenuPanel = {}
local UIUtils = require("UI.Utils")
local GameplayStatics = import("GameplayStatics")
local WidgetBlueprintLibrary = import("WidgetBlueprintLibrary")
local KismetSystemLibrary = import("KismetSystemLibrary")
local function delay_adjust_content(menu_panel)
local post_callback = function()
local timer = KismetSystemLibrary.K2_SetTimerForNextTickDelegate(
slua.createDelegate(function ()
menu_panel:AdjustMenuContentSize()
menu_panel.adjust_content_timer = nil
end)
)
menu_panel.adjust_content_timer = timer
end
local timer = KismetSystemLibrary.K2_SetTimerForNextTickDelegate(
slua.createDelegate(function () post_callback() end)
)
menu_panel.adjust_content_timer = timer
end
local function CreateMenuItem(panel)
local pc = GameplayStatics.GetPlayerController(panel, 0)
local widget = WidgetBlueprintLibrary.Create(panel, panel.MenuItemClass, pc)
return widget
end
function PopupMenuPanel:ctor()
self.adjust_content_timer = nil
end
function PopupMenuPanel:OnInitialized()
self.BtnBackground.OnClicked:Add(function()
UIUtils.CloseWidget(self)
end)
end
function PopupMenuPanel:OnDestroy()
print(self, "PopupMenuPanel:OnDestroy")
end
function PopupMenuPanel:PreConstruct(IsDesignTime)
if not IsDesignTime then return end
delay_adjust_content(self)
end
function PopupMenuPanel:Construct()
delay_adjust_content(self)
end
function PopupMenuPanel:AdjustMenuContentSize()
local all_child_height = 0
for _, child in pairs(self.MenuItemContainer:GetAllChildren()) do
local design_size = child:GetDesiredSize()
all_child_height = all_child_height + design_size.Y
end
self.ImgBackground.Brush.ImageSize.Y = all_child_height + 20
end
function PopupMenuPanel:Refresh(args)
self.MainOverlay.Slot:SetPosition(args[1])
self:SetMenuContents(args[2])
end
function PopupMenuPanel:SetMenuContents(contents)
self.MenuItemContainer:ClearChildren()
for _, content in pairs(contents) do
local widget = CreateMenuItem(self)
self.MenuItemContainer:AddChildToVerticalBox(widget)
widget:SetContent(content[1], content[2])
end
self:AdjustMenuContentSize()
end
return Class(nil, nil,PopupMenuPanel)

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local SwitcherWidget = {}
local ESlateVisibility = import("ESlateVisibility")
function SwitcherWidget:Construct()
self:Reset()
self["ImageNormal"]:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
end
function SwitcherWidget:Reset()
self["ImageHovered"]:SetVisibility(ESlateVisibility.Collapsed)
self["ImageSelected"]:SetVisibility(ESlateVisibility.Collapsed)
self["ImageNormal"]:SetVisibility(ESlateVisibility.Collapsed)
end
function SwitcherWidget:OnWidgetStateChange(bIsWidgetHovered, bIsWidgetSelected)
self:Reset()
if bIsWidgetSelected then
self["ImageSelected"]:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
if bIsWidgetHovered then
self["ImageHovered"]:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
self["ImageNormal"]:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
end
end
end
return Class(nil, nil, SwitcherWidget)

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local Hud = {}
local ESlateVisibility = import("ESlateVisibility")
local WidgetBlueprintLibrary = import("WidgetBlueprintLibrary")
local GameplayStatics = import("GameplayStatics")
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
local function ProcessSuspendShowRequests(hud)
for _, request in pairs(hud.suspend_show_requests) do
hud:CreateAndShowWidget(request[1], request[2])
end
end
function Hud:ctor()
self.layer = nil
self.suspend_show_requests = {}
self.widget_pool = {}
end
function Hud:ReceiveBeginPlay()
print("Hud:ReceiveBeginPlay")
if self.layer == nil then
self.layer = self:GetOrCreateWidget("UILayer")
end
if self.layer ~= nil then
self.layer:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
self.layer:AddToViewport(0)
self:CreateAndShowWidget("MainUI", {})
ProcessSuspendShowRequests(self)
end
end
function Hud:ReceiveEndPlay()
print("Hud:ReceiveEndPlay")
end
function Hud:GetOrCreateWidget(widget_name)
local exist_widget = self.widget_pool[widget_name]
if exist_widget ~= nil and exist_widget.bSingletonInstance then
return exist_widget
end
local cls = self.UIClassMapping:Get(widget_name)
local pc = GameplayStatics.GetPlayerController(self, 0)
local widget = WidgetBlueprintLibrary.Create(self, cls, pc)
self.widget_pool[widget_name] = widget
return widget -- TODO 这里如果非单例widget会被覆盖
end
function Hud:GetFirstCachedWidget(widget_name)
return self.widget_pool[widget_name]
end
function Hud:CreateAndShowWidget(widget_name, args)
if not self.layer then
table.insert(self.suspend_show_requests, {widget_name, args})
return
end
local widget = self:GetOrCreateWidget(widget_name)
if not widget then return end
self.layer:ShowWidget(widget, args)
end
function Hud:CloseWidget(widget)
self.layer:CloseWidget(widget)
end
function Hud:HideWidgetByName(widget_name)
self.layer:HideWidget(self.widget_pool[widget_name])
end
return Class(nil, nil, Hud)

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Content/Lua/UI/MainUI.lua Normal file
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local MainUI = {}
local UIUtils = require("UI.Utils")
-- local GameplayStatics = import("GameplayStatics")
function MainUI:OnInitialized()
print("OnInitialized MainUI")
self.BtnSetting.OnClicked:Add(function() self:OpenSettingPanel() end)
self.BtnBag.OnClicked:Add(function() self:OpenBagPanel() end)
self.BtnRoll.OnClicked:Add(function() self:OnUseRoll() end)
end
function MainUI:OnDestroy()
end
function MainUI:OpenSettingPanel()
-- GameplayStatics.SetGamePaused(self, true)
UIUtils.ShowWidget(self, "SettingMenu", {})
end
function MainUI:OpenBagPanel()
UIUtils.ShowWidget(self, "BagPanel", {})
end
function MainUI:OnUseRoll()
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
local mgr = BusyActorManagerSubSystem.Get(self)
local role = mgr.current_role
role:UseRollSkill()
end
return Class(nil, nil, MainUI)

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local PickBar = {}
local Reactive = require("Core.Reactive")
local ESlateVisibility = import("ESlateVisibility")
local function ResetWatcher(Bar)
if Bar.watcher then
Bar.watcher:Destroy()
Bar.watcher = nil
end
end
function PickBar:ctor()
self.watcher = nil
self.level_item = nil
end
function PickBar:OnInitialized()
self.ProcessBar:SetVisibility(ESlateVisibility.Collapsed)
print("PickBar:OnInitialized")
end
function PickBar:BindLevelItem(LevelItem)
ResetWatcher(self)
self.level_item = LevelItem
-- self.watcher = Reactive.Watcher(function()
-- self:UpdateState()
-- end)
self.watcher = Reactive.Watcher(function()
local process = LevelItem:GetPickProcess()
if process < 1.0 then
self.ProcessBar:SetPercent(process)
self.ProcessBar:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
else
self.ProcessBar:SetVisibility(ESlateVisibility.Collapsed)
self.ProcessBar:SetPercent(1.0)
end
end)
end
-- function PickBar:UpdateState()
-- local process = self.level_item:GetPickProcess()
-- if process < 1.0 then
-- self.ProcessBar:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
-- self.ProcessBar:SetPercent(process)
-- else
-- self.ProcessBar:SetVisibility(ESlateVisibility.Collapsed)
-- self.ProcessBar:SetPercent(1.0)
-- end
-- end
function PickBar:OnDestroy()
ResetWatcher(self)
end
function PickBar:Construct()
print("PickBar:Construct")
end
function PickBar:Destruct()
print("PickBar:Destruct")
end
return Class(nil, nil, PickBar)

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local Widget = {}
local Reactive = require("Core.Reactive")
local function ResetWatcher(widget)
if widget.health_watcher then
widget.health_watcher:Destroy()
widget.health_watcher = nil
end
if widget.hunger_watcher then
widget.hunger_watcher:Destroy()
widget.hunger_watcher = nil
end
end
function Widget:OnDestroy()
end
function Widget:Refresh(args)
local role = args.role
if role == nil then return end
self:BindRole(role)
end
function Widget:BindRole(role)
ResetWatcher(self)
self.health_watcher = Reactive.Watcher(function()
self.HealthBar:SetPercent(role:GetHealthPercent())
end)
self.hunger_watcher = Reactive.Watcher(function()
self.HungerBar:SetPercent(role:GetHungerPercent())
end)
end
return Class(nil, nil, Widget)

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local SettingPanel = {}
local UIUtils = require("UI.Utils")
local GameplayStatics = import("GameplayStatics")
function SettingPanel:OnInitialized()
self.BtnContinue.OnClicked:Add(function() self:BackToGame() end)
self.BtnExitLevel.OnClicked:Add(function() end)
self.BtnExitGame.OnClicked:Add(function() self:ExitGame() end)
self.BtnClose.OnClicked:Add(function() self:BackToGame() end)
end
function SettingPanel:OnDestroy()
end
function SettingPanel:BackToGame()
GameplayStatics.SetGamePaused(self, false)
UIUtils.CloseWidget(self)
end
function SettingPanel:ExitGame()
local pc = GameplayStatics.GetPlayerController(self, 0)
pc:QuitGame()
end
return Class(nil, nil, SettingPanel)

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local UILayerManager = {}
local EWidgetLayoutType = import("EWidgetLayoutType")
function UILayerManager:ctor()
self.layer_mapping = {}
end
function UILayerManager:OnInitialized()
self.layer_mapping = {
[EWidgetLayoutType.MainLayer] = self.MainLayer,
[EWidgetLayoutType.PopupLayer] = self.PopupLayer,
[EWidgetLayoutType.FloatLayer] = self.FloatLayer,
[EWidgetLayoutType.TopLayer] = self.TopLayer,
}
end
function UILayerManager:ShowWidget(widget, args)
local layer = self.layer_mapping[widget.LayoutType]
if layer == nil then
return
end
layer:AddChild(widget)
if widget.Refresh then
widget:Refresh(args)
end
widget.Slot:SetVerticalAlignment(0)
widget.Slot:SetHorizontalAlignment(0)
widget:SetVisible(true)
end
function UILayerManager:HideWidget(widget)
widget:SetVisible(false)
end
function UILayerManager:CloseWidget(widget)
widget:SetVisible(false)
end
return Class(nil, nil, UILayerManager)

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Content/Lua/UI/Utils.lua Normal file
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local _M = {}
local GameplayStatics = import("GameplayStatics")
function _M.GetGameUIHud(wco)
local pc = GameplayStatics.GetPlayerController(wco, 0)
if pc == nil then return nil end
return pc:GetHud()
end
function _M.ShowWidget(wco, widget_name, args)
local hud = _M.GetGameUIHud(wco)
if hud == nil then return end
hud:CreateAndShowWidget(widget_name, args)
end
function _M.GetShowedWidget(wco, widget_name)
local hud = _M.GetGameUIHud(wco)
if hud == nil then return end
hud:GetFirstCachedWidget(widget_name)
end
function _M.HideWidgetByName(wco, widget_name)
local hud = _M.GetGameUIHud(wco)
if hud == nil then return end
hud:HideWidgetByName(widget_name)
end
function _M.CloseWidget(widget)
local hud = _M.GetGameUIHud(widget)
if hud == nil then return end
hud:CloseWidget(widget)
end
return _M