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// Fill out your copyright notice in the Description page of Project Settings.
#include "Widgets/BagConfigEditorWidget.h"
#include "PropertyCustomizationHelpers.h"
#include "Framework/Notifications/NotificationManager.h"
#include "ProjectFish/DataAsset/BagShapeAsset.h"
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#include "Widgets/BagConfigGridWidget.h"
#include "Widgets/BagShapeGridWidget.h"
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#include "Widgets/SkillListWidget.h"
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#include "Widgets/Notifications/SNotificationList.h"
void SBagConfigEditorWidget::Construct(const FArguments& InArgs)
{
BagConfig = InArgs._BagConfigAsset;
SelectedSkillAsset = nullptr;
bIsPlacingSkill = false;
SelectedSkillIndex = -1;
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ChildSlot
[
SNew(SVerticalBox)
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// 背包选择器
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+ SVerticalBox::Slot()
.AutoHeight()
.Padding(5.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(0, 0, 10, 0)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("背包形状:")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(SObjectPropertyEntryBox)
.ObjectPath_Lambda([this]()
{
return BagConfig.IsValid() && BagConfig->BagShapeAsset ?
BagConfig->BagShapeAsset->GetPathName() : FString();
})
.AllowedClass(UBagShapeAsset::StaticClass())
.OnObjectChanged(this, &SBagConfigEditorWidget::OnBagShapeAssetChanged)
.DisplayUseSelected(true)
.DisplayBrowse(true)
.DisplayThumbnail(false)
]
]
// 技能资源 选择器
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(5.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(0, 0, 10, 0)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("选择要添加的技能:")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(SObjectPropertyEntryBox)
.ObjectPath_Lambda([this]()
{
return SelectedSkillAsset.IsValid() ?
SelectedSkillAsset->GetPathName() : FString();
})
.AllowedClass(USkillAsset::StaticClass())
.OnObjectChanged(this, &SBagConfigEditorWidget::OnSkillAssetChanged)
.DisplayUseSelected(true)
.DisplayBrowse(true)
.DisplayThumbnail(false)
]
]
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// 技能按钮
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(5.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f)
[
SNew(SButton)
.Text(FText::FromString(TEXT("点击后,单击背包添加当前选中的技能")))
.OnClicked(this, &SBagConfigEditorWidget::OnAddSkillClicked)
.IsEnabled_Lambda([this]() { return BagConfig.IsValid() && BagConfig->BagShapeAsset != nullptr && SelectedSkillAsset.IsValid(); })
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f)
[
SNew(SButton)
.Text(FText::FromString(TEXT("点击后,单击背包移除当前选中的技能")))
.OnClicked(this, &SBagConfigEditorWidget::OnRemoveSkillClicked)
.IsEnabled_Lambda([this]() { return SelectedSkillAsset.IsValid(); })
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f)
[
SNew(SButton)
.Text(FText::FromString(TEXT("移除所有技能")))
.OnClicked(this, &SBagConfigEditorWidget::OnClearAllSkillsClicked)
.IsEnabled_Lambda([this]() { return BagConfig.IsValid() && BagConfig->GetSkillCount() > 0; })
]
]
// 主编辑区域
+ SVerticalBox::Slot()
.FillHeight(1.0f)
[
SNew(SSplitter)
.Orientation(Orient_Horizontal)
// 左侧:背包格子视图
+ SSplitter::Slot()
.Value(0.7f)
[
SNew(SBox)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.Padding(10.0f)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Center)
.Padding(0, 0, 0, 10)
[
SNew(STextBlock)
.Text_Lambda([this]()
{
if (!BagConfig.IsValid())
{
return FText::FromString(TEXT("No Bag Class"));
}
else if (!BagConfig->BagShapeAsset)
{
return FText::FromString(TEXT("Please select a Bag Shape Asset above"));
}
else
{
return FText::FromString(FString::Printf(TEXT("Bag: %s (%dx%d)"),
*BagConfig->BagShapeAsset->GetName(),
BagConfig->BagShapeAsset->BagWidth,
BagConfig->BagShapeAsset->BagHeight));
}
})
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 12))
.ColorAndOpacity_Lambda([this]()
{
return (!BagConfig.IsValid() || !BagConfig->BagShapeAsset) ?
FSlateColor(FLinearColor::Red) : FSlateColor(FLinearColor::White);
})
]
+ SVerticalBox::Slot()
.AutoHeight()
.HAlign(HAlign_Center)
[
SAssignNew(BagGridWidget, SBagConfigGridWidget)
.BagConfig(BagConfig.Get())
.OnGridCellClicked(this, &SBagConfigEditorWidget::OnGridCellClicked)
.Visibility_Lambda([this]()
{
return (BagConfig.IsValid() && BagConfig->BagShapeAsset) ?
EVisibility::Visible : EVisibility::Hidden;
})
]
]
]
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// 右侧:技能列表
+ SSplitter::Slot()
.Value(0.3f)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.Padding(5.0f)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("已添加技能:")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 12))
]
+ SVerticalBox::Slot()
.FillHeight(1.0f)
.Padding(5.0f)
[
SAssignNew(SkillListWidget, SSkillListWidget)
.BagConfig(BagConfig.Get())
.OnSkillSelected(this, &SBagConfigEditorWidget::OnSkillSelected)
]
]
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]
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];
RefreshUI();
}
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FReply SBagConfigEditorWidget::OnAddSkillClicked()
{
if (!BagConfig.IsValid() || !BagConfig->BagShapeAsset || !SelectedSkillAsset.IsValid())
{
ShowWarningMessage(TEXT("Please select a bag shape asset and a skill object first!"));
return FReply::Handled();
}
// 进入放置模式
bIsPlacingSkill = true;
ShowWarningMessage(TEXT("Click on the grid to place the skill"));
return FReply::Handled();
}
FReply SBagConfigEditorWidget::OnRemoveSkillClicked()
{
if (!BagConfig.IsValid() || SelectedSkillIndex < 0)
{
return FReply::Handled();
}
if (BagConfig->RemoveSkill(SelectedSkillIndex))
{
SelectedSkillIndex = -1;
RefreshUI();
// 标记资源为已修改
BagConfig->MarkPackageDirty();
}
return FReply::Handled();
}
FReply SBagConfigEditorWidget::OnClearAllSkillsClicked()
{
if (!BagConfig.IsValid())
{
return FReply::Handled();
}
BagConfig->ClearAllSkills();
SelectedSkillIndex = -1;
RefreshUI();
// 标记资源为已修改
BagConfig->MarkPackageDirty();
return FReply::Handled();
}
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void SBagConfigEditorWidget::OnBagShapeAssetChanged(const FAssetData& AssetData)
{
if (!BagConfig.IsValid())
{
return;
}
// 获取新选择的BagShapeAsset
UBagShapeAsset* NewBagShapeAsset = Cast<UBagShapeAsset>(AssetData.GetAsset());
// 如果选择了不同的资源,清空现有技能并更新引用
if (BagConfig->BagShapeAsset != NewBagShapeAsset)
{
// 清空现有技能(因为新的背包形状可能不兼容)
if (NewBagShapeAsset && BagConfig->GetSkillCount() > 0)
{
BagConfig->ClearAllSkills();
ShowWarningMessage(TEXT("Existing skills cleared due to bag shape change"));
}
// 更新BagShapeAsset引用
BagConfig->BagShapeAsset = NewBagShapeAsset;
// 标记资源为已修改
BagConfig->MarkPackageDirty();
// 刷新UI
RefreshUI();
if (NewBagShapeAsset)
{
ShowWarningMessage(FString::Printf(TEXT("Bag shape set to: %s"), *NewBagShapeAsset->GetName()));
}
else
{
ShowWarningMessage(TEXT("Bag shape asset cleared"));
}
}
}
void SBagConfigEditorWidget::OnSkillAssetChanged(const FAssetData& AssetData)
{
SelectedSkillAsset = Cast<USkillAsset>(AssetData.GetAsset());
}
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void SBagConfigEditorWidget::OnSkillSelected(int32 SkillIndex)
{
SelectedSkillIndex = SkillIndex;
}
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void SBagConfigEditorWidget::OnGridCellClicked(int32 X, int32 Y)
{
if (!BagConfig.IsValid())
{
return;
}
if (bIsPlacingSkill && SelectedSkillAsset.IsValid())
{
// 尝试在指定位置放置技能
if (BagConfig->CanPlaceSkill(SelectedSkillAsset.Get(), X, Y))
{
if (BagConfig->AddSkill(SelectedSkillAsset.Get(), X, Y))
{
BagConfig->MarkPackageDirty();
RefreshUI();
ShowWarningMessage(FString::Printf(TEXT("Successfully placed skill '%s' at (%d,%d)"),
*SelectedSkillAsset->SkillName.ToString(), X, Y));
// 退出放置模式
bIsPlacingSkill = false;
}
else
{
ShowWarningMessage(TEXT("Failed to place skill!"));
}
}
else
{
ShowWarningMessage(TEXT("Cannot place skill at this position!"));
}
}
else
{
// // 选择现有技能
// int32 SkillIndex = BagConfig->GetSkillAtPosition(X, Y);
// SelectedSkillIndex = SkillIndex;
//
// if (SkillListWidget.IsValid())
// {
// SkillListWidget->SetSelectedSkill(SkillIndex);
// }
}
}
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void SBagConfigEditorWidget::RefreshUI()
{
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if (BagGridWidget.IsValid())
{
BagGridWidget->RefreshGrid();
}
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if (SkillListWidget.IsValid())
{
SkillListWidget->RefreshSkillList();
}
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}
void SBagConfigEditorWidget::ShowWarningMessage(const FString& Message)
{
FNotificationInfo Info(FText::FromString(Message));
Info.bFireAndForget = true;
Info.FadeOutDuration = 3.0f;
Info.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(Info);
}