diff --git a/game/presentation/ui_assembler.gd b/game/presentation/ui_assembler.gd index 4c815653..83277e4d 100644 --- a/game/presentation/ui_assembler.gd +++ b/game/presentation/ui_assembler.gd @@ -101,7 +101,7 @@ static func build_start_overlay(host: Control, db: ConfigDb = null) -> Dictionar var bd := UiKit.backdrop_tile() if bd != null: overlay.add_child(bd) - overlay.add_child(UiKit.beams_rect()) + overlay.add_child(UiKit._beams_rect()) overlay.add_child(UiKit.vignette_rect()) # 双列骨架:左=操作列 56% / 右=舞台(立绘看台) var cols := HBoxContainer.new() diff --git a/game/presentation/views/battle_end_overlay.gd b/game/presentation/views/battle_end_overlay.gd index a5a8cec9..d30b0f1f 100644 --- a/game/presentation/views/battle_end_overlay.gd +++ b/game/presentation/views/battle_end_overlay.gd @@ -41,7 +41,7 @@ func _init() -> void: #(与营地/设置/图例同族)。半透明氛围 dim 保留(胜利暖纱/失败暮蓝——open_* 就地换色),信息与 # 按钮全部上板;金蜡封 = 面板头部静态徽记(坠落演出落点被面板遮挡)。 # 骨架经 UiKit.modal_shell;_dim 引用摘出供 open_* 换氛围色。 - var shell := UiKit.modal_shell(self, Color(COL_WARM, 0.0), Vector2(520, 0), 12, true, + var shell := UiKit.modal_shell(self, Color(COL_WARM, 0.0), Vector2(520, 0), 12, UiKit.panel_skinned(Vector4(16, 14, 16, 14))) st._dim = shell.dim var box: VBoxContainer = shell.box diff --git a/game/presentation/views/camp_overlay_view.gd b/game/presentation/views/camp_overlay_view.gd index 68272e97..77458ab6 100644 --- a/game/presentation/views/camp_overlay_view.gd +++ b/game/presentation/views/camp_overlay_view.gd @@ -63,7 +63,7 @@ var _side := _SideState.new() func _init() -> void: # 底=不透明暖亮档(半透 dim 会透出底下棋盘/战斗提示条,故须实底;demo #v-camp=bg-bright 实底, # 遮蔽语义由组合根输入锁兜底) - var dim := UiKit.modal_dim(self, UiKit.BG_BRIGHT) + var dim := UiKit._modal_dim(self, UiKit.BG_BRIGHT) # 石纹弱质感+暗角(demo .tilebg 0.14/.vignette;缺位不挂即回退平色) var bd := UiKit.backdrop_tile() if bd != null: diff --git a/game/presentation/views/confirm_dialog.gd b/game/presentation/views/confirm_dialog.gd index b7816983..5025b5b0 100644 --- a/game/presentation/views/confirm_dialog.gd +++ b/game/presentation/views/confirm_dialog.gd @@ -14,7 +14,7 @@ var _cancel_btn: Button func _init() -> void: var box: VBoxContainer = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(460, 0), 12, - true, UiKit.panel_skinned(Vector4(14, 12, 14, 12))).box + UiKit.panel_skinned(Vector4(14, 12, 14, 12))).box _text = UiKit.label("",UiKit.FS_BODY, false, UiKit.INK_TITLE) _text.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART _text.custom_minimum_size = Vector2(430, 0) diff --git a/game/presentation/views/curio_pick_overlay.gd b/game/presentation/views/curio_pick_overlay.gd index 46e2eb67..8000c32e 100644 --- a/game/presentation/views/curio_pick_overlay.gd +++ b/game/presentation/views/curio_pick_overlay.gd @@ -96,7 +96,7 @@ func open_pick(header: String, cards: Array) -> void: var idl := cid.to_lower() var band := UiKit.tg_band(idl) # 类型色带单点(TG_* 五族同源判定;aoe/blast 归 TG_AOE) # 类型脚注(T7 判官 checkpoint:demo .bcard .src 底部类型行——实机缺=卡下半空底;词=demo 同款) - var card := UiKit.bcard(title, desc, band, _icon_for_id(idl), "", _type_label(idl)) + var card := UiKit.bcard(title, desc, band, _icon_for_id(idl), {"footnote": _type_label(idl)}) card.gui_input.connect(func(ev: InputEvent) -> void: if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT: _select_card(cid)) diff --git a/game/presentation/views/debug_overlay.gd b/game/presentation/views/debug_overlay.gd index 19128e92..80e80373 100644 --- a/game/presentation/views/debug_overlay.gd +++ b/game/presentation/views/debug_overlay.gd @@ -10,30 +10,36 @@ signal debug_levels_requested # 两层调试对局入口 signal diagnose_requested # 诊断转储入口(卡死取证编排归组合根) signal closed -var seed_edit: LineEdit # 组合根 _seed_value 唯一读取面 +## 内部状态件(u7 子域拆件——契约 9 职责语句「调试浮窗运行态」):单一变化原因=调试面板状态与 +## 当局数据投影。探针直读冻结成员(seed_edit/_sim_btn/_dbg_btn)住宿主; +## st._run_data/st._run_labels 经 run_data_probe()/update_run_data() 方法出口(字段直访面零外部依赖)。 +class _DebugState extends RefCounted: + var _db + var _base_atk := 0 + var _base_hp := 0 + var _atk: HSlider + var _hp: HSlider + var _atk_val: Label + var _hp_val: Label + var _eff: Label + var _sim_count: SpinBox + var _sim_out: RichTextLabel + var _sim_running := false # 批量模拟进行中(is_running 判据——与对局中禁用态分离防互扰) + var _ctx_locked := false # 对局中上下文锁定(组合根 _sync_debug_overlay 喂入——批量模拟/两层调试入口禁用) + var _run_labels := {} # 当局数据六项标签(只读投影,组合根 update_run_data 喂入) + var _run_data := {} # 最近一次投喂快照(探针值对面 run_data_probe) -var _db -var _base_atk := 0 -var _base_hp := 0 -var _atk: HSlider -var _hp: HSlider -var _atk_val: Label -var _hp_val: Label -var _eff: Label -var _sim_count: SpinBox -var _sim_btn: Button -var _dbg_btn: Button # 两层调试入口钮(对局中禁用承载面) -var _sim_out: RichTextLabel -var _sim_running := false # 批量模拟进行中(is_running 判据——与对局中禁用态分离防互扰) -var _ctx_locked := false # 对局中上下文锁定(组合根 _sync_debug_overlay 喂入——批量模拟/两层调试入口禁用) -var _run_labels := {} # 当局数据六项标签(只读投影,组合根 update_run_data 喂入) -var _run_data := {} # 最近一次投喂快照(探针值对面 run_data_probe) + +var st := _DebugState.new() +var seed_edit: LineEdit # 组合根 _seed_value 唯一读取面(探针直读冻结) +var _sim_btn: Button # 两层调试批量模拟入口钮(探针直读冻结) +var _dbg_btn: Button # 两层调试入口钮(对局中禁用承载面;探针直读冻结) func _init(db_ref, base_atk: int, base_hp: int) -> void: - _db = db_ref - _base_atk = base_atk - _base_hp = base_hp + st._db = db_ref + st._base_atk = base_atk + st._base_hp = base_hp _build() _sync_labels() visible = false # 显式初始化——不靠树序巧合(缺陷⑤家族纪律) @@ -42,78 +48,78 @@ func _init(db_ref, base_atk: int, base_hp: int) -> void: # ---- 对外语义面(组合根/探针)---- func atk_pct() -> int: - return int(_atk.value) + return int(st._atk.value) func hp_pct() -> int: - return int(_hp.value) + return int(st._hp.value) func set_sliders(atk: int, hp: int) -> void: - _atk.value = atk - _hp.value = hp + st._atk.value = atk + st._hp.value = hp func reset_sliders() -> void: - _atk.value = 0 - _hp.value = 0 + st._atk.value = 0 + st._hp.value = 0 _sync_labels() func effect_text() -> String: - return _eff.text + return st._eff.text func set_sim_count(n: int) -> void: - _sim_count.value = n + st._sim_count.value = n func is_running() -> bool: - return _sim_running # 批量模拟进行中(与对局中禁用态分离,置灰 ≠ 在跑) + return st._sim_running # 批量模拟进行中(与对局中禁用态分离,置灰 ≠ 在跑) func set_sim_running(running: bool) -> void: - _sim_running = running + st._sim_running = running _sync_sim_button() # 对局中上下文锁定(组合根 _sync_debug_overlay 喂入):批量模拟与两层调试入口 # 在活跃对局并存态不开放(长程异步模拟/并发对局编排与活跃结算并存态破坏状态机) func set_context_locked(locked: bool) -> void: - _ctx_locked = locked + st._ctx_locked = locked _sync_sim_button() # 当局数据只读投影喂入(六项——组合根 _debug_run_data 构造;纯标签重查零动效) func update_run_data(data: Dictionary) -> void: - _run_data = data.duplicate() - for key in _run_labels: - (_run_labels[key] as Label).text = str(data.get(key, "—")) + st._run_data = data.duplicate() + for key in st._run_labels: + (st._run_labels[key] as Label).text = str(data.get(key, "—")) # 当局数据快照读面(探针值对面——ui_tune_probe 断言六项与只读访问器逐项一致) func run_data_probe() -> Dictionary: - return _run_data.duplicate() + return st._run_data.duplicate() # 两钮同判据(模拟运行 / 对局上下文锁定对「模拟」「两层调试」两入口等价)—— # 判据单点:两 setter 都经此同步,禁在调用点各写一份 func _sync_sim_button() -> void: - _sim_btn.disabled = _sim_running or _ctx_locked - _sim_btn.text = "模拟中…" if _sim_running else "运行模拟" - _dbg_btn.disabled = _sim_running or _ctx_locked + _sim_btn.disabled = st._sim_running or st._ctx_locked + _sim_btn.text = "模拟中…" if st._sim_running else "运行模拟" + _dbg_btn.disabled = st._sim_running or st._ctx_locked func set_sim_progress(text: String) -> void: - _sim_out.text = text + st._sim_out.text = text func set_sim_report(text: String) -> void: - _sim_out.text = text + st._sim_out.text = text func output_text() -> String: - return _sim_out.get_parsed_text() + return st._sim_out.get_parsed_text() # ---- 探针接缝(真实翻译出口——按钮 pressed 信号路径,非直调组合根)---- @@ -141,11 +147,11 @@ func _reset_btn_pressed() -> void: func effective_atk() -> int: - return UiKit.scaled(_base_atk, atk_pct()) + return UiKit.scaled(st._base_atk, atk_pct()) func effective_max_hp() -> int: - return UiKit.scaled(_base_hp, hp_pct()) + return UiKit.scaled(st._base_hp, hp_pct()) # ---- 内部构建(标题/关闭固定于浮窗骨架,可扩展列表区居中滚动)---- @@ -153,15 +159,7 @@ func effective_max_hp() -> int: func _build() -> void: var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, UiKit.BG_OVERLAY, Vector2(640, 0), 8) var box: VBoxContainer = shell.box - - var title := UiKit.label("调试",UiKit.FS_TITLE, true, UiKit.WARM) - box.add_child(title) - var desc := UiKit.label( - "开发调试专用(UI 最顶层「调试」浮层角标随时可开——任何界面不遮挡)。当局数据=本局只读投影,种子即本局种子唯一查看位。\n百分比叠加基础值:攻击 %d / 生命 %d。影响所有模式(手动与模拟),不落盘。" % [_base_atk, _base_hp], - 13, false, UiKit.WARM_SOFT) - box.add_child(desc) - box.add_child(HSeparator.new()) - + _build_intro(box) # 可扩展列表页(后续调试项按区块往下追加——超高滚动,滚轮下探) var scroll := ScrollContainer.new() scroll.custom_minimum_size = Vector2(0, 430) @@ -171,10 +169,32 @@ func _build() -> void: list.size_flags_horizontal = Control.SIZE_EXPAND_FILL list.add_theme_constant_override("separation", 8) scroll.add_child(list) + _build_run_data(list) + _build_fx_row(list) + _build_seed_row(list) + _build_slider_block(list) + _build_sim_block(list) + _build_debug_diag(list) + var close_btn := UiKit.button("关闭") + close_btn.pressed.connect(_emit_closed) + box.add_child(close_btn) - # 区块·当局数据(六项只读投影:种子=本局种子唯一查看位〔adventure - # .master_seed 现值,非 _seed_value() 重算〕/关卡/节点/HP/GP/钥石;数据由组合根开窗与模态开合 - # 时 update_run_data 喂入;纯标签零信号连接零动效) + +## 头部域:标题+说明(百分比叠加基础值——影响所有模式,不落盘) +func _build_intro(box: VBoxContainer) -> void: + var title := UiKit.label("调试",UiKit.FS_TITLE, true, UiKit.WARM) + box.add_child(title) + var desc := UiKit.label( + "开发调试专用(UI 最顶层「调试」浮层角标随时可开——任何界面不遮挡)。当局数据=本局只读投影,种子即本局种子唯一查看位。\n百分比叠加基础值:攻击 %d / 生命 %d。影响所有模式(手动与模拟),不落盘。" % [st._base_atk, st._base_hp], + 13, false, UiKit.WARM_SOFT) + box.add_child(desc) + box.add_child(HSeparator.new()) + + +## 区块·当局数据(六项只读投影:种子=本局种子唯一查看位〔adventure +## .master_seed 现值,非 _seed_value() 重算〕/关卡/节点/HP/GP/钥石;数据由组合根开窗与模态开合 +## 时 update_run_data 喂入;纯标签零信号连接零动效) +func _build_run_data(list: VBoxContainer) -> void: var run_head := UiKit.label("当局数据(只读)",UiKit.FS_HINT, true, UiKit.WARM) list.add_child(run_head) var run_grid := GridContainer.new() @@ -187,11 +207,13 @@ func _build() -> void: cap.custom_minimum_size = Vector2(52, 0) run_grid.add_child(cap) var val := UiKit.label("—",UiKit.FS_HINT, false, UiKit.WARM) - _run_labels[item[0]] = val + st._run_labels[item[0]] = val run_grid.add_child(val) list.add_child(HSeparator.new()) - # 区块⓪胜利演出风格(两套并存——纹章拼合[默认]/尘金粒子;会话级不落盘) + +## 区块⓪胜利演出风格(两套并存——纹章拼合[默认]/尘金粒子;会话级不落盘) +func _build_fx_row(list: VBoxContainer) -> void: var fx_row := HBoxContainer.new() fx_row.add_theme_constant_override("separation", 10) list.add_child(fx_row) @@ -201,8 +223,10 @@ func _build() -> void: fx_btn.pressed.connect(_on_fx_toggle.bind(fx_btn)) # lambda 转命名方法(只读巡检白名单方法名精确可判) fx_row.add_child(fx_btn) - # 区块①随机种子(种子三分判定归组合根 _seed_value 单点): - # 默认空框(空=随全局规则:首局恒 42/非首局随机;显式填入全场景优先) + +## 区块①随机种子(种子三分判定归组合根 _seed_value 单点): +## 默认空框(空=随全局规则:首局恒 42/非首局随机;显式填入全场景优先) +func _build_seed_row(list: VBoxContainer) -> void: var seed_row := HBoxContainer.new() list.add_child(seed_row) seed_row.add_child(UiKit.label("随机种子",UiKit.FS_BODY, false)) @@ -213,16 +237,17 @@ func _build() -> void: seed_row.add_child(seed_edit) list.add_child(HSeparator.new()) - # 区块②角色数值调整板 - var atk_row := _slider_row(list, "攻击加成") - _atk = atk_row.slider - _atk_val = atk_row.value_label - var hp_row := _slider_row(list, "生命加成") - _hp = hp_row.slider - _hp_val = hp_row.value_label - _eff = UiKit.label("",UiKit.FS_HINT, false) - list.add_child(_eff) +## 区块②角色数值调整板(攻击/生命两滑轨+生效值行+应用/重置钮) +func _build_slider_block(list: VBoxContainer) -> void: + var atk_row := _slider_row(list, "攻击加成") + st._atk = atk_row.slider + st._atk_val = atk_row.value_label + var hp_row := _slider_row(list, "生命加成") + st._hp = hp_row.slider + st._hp_val = hp_row.value_label + st._eff = UiKit.label("",UiKit.FS_HINT, false) + list.add_child(st._eff) var btn_row := HBoxContainer.new() list.add_child(btn_row) var apply_btn := UiKit.button("应用并关闭") @@ -233,34 +258,36 @@ func _build() -> void: btn_row.add_child(reset_btn) list.add_child(HSeparator.new()) - # 区块③批量模拟(与 headless 扫描同口径——编排归 tune_sim_controller) + +## 区块③批量模拟(与 headless 扫描同口径——编排归 tune_sim_controller) +func _build_sim_block(list: VBoxContainer) -> void: var sim_row := HBoxContainer.new() list.add_child(sim_row) sim_row.add_child(UiKit.label("批量模拟第一关",UiKit.FS_BODY, false)) - _sim_count = SpinBox.new() - _sim_count.min_value = 10 - _sim_count.max_value = 200 - _sim_count.step = 10 - _sim_count.value = 30 - _sim_count.custom_minimum_size = Vector2(90, 0) - sim_row.add_child(_sim_count) + st._sim_count = SpinBox.new() + st._sim_count.min_value = 10 + st._sim_count.max_value = 200 + st._sim_count.step = 10 + st._sim_count.value = 30 + st._sim_count.custom_minimum_size = Vector2(90, 0) + sim_row.add_child(st._sim_count) sim_row.add_child(UiKit.label("次(理性玩家策略,含面板当前加成)",UiKit.FS_HINT, false)) _sim_btn = UiKit.button("运行模拟") _sim_btn.pressed.connect(_emit_simulate_requested) sim_row.add_child(_sim_btn) - _sim_out = RichTextLabel.new() - _sim_out.bbcode_enabled = true - _sim_out.custom_minimum_size = Vector2(0, 300) - list.add_child(_sim_out) + st._sim_out = RichTextLabel.new() + st._sim_out.bbcode_enabled = true + st._sim_out.custom_minimum_size = Vector2(0, 300) + list.add_child(st._sim_out) list.add_child(HSeparator.new()) - # 区块④两层调试对局入口(HP 关内延续;对局中禁用) + +## 区块④⑤两层调试入口与诊断转储(对局中禁用;转储编排经信号外发归组合根——纯视图边界; +## dump_diagnosis 卡死取证功能保留,不设门控隐藏——本浮窗本就可全局可开,双轨无意义) +func _build_debug_diag(list: VBoxContainer) -> void: _dbg_btn = UiKit.button("调试 · 连续关卡两层(HP 关内延续)") _dbg_btn.pressed.connect(_emit_debug_levels) list.add_child(_dbg_btn) - - # 区块⑤诊断转储:dump_diagnosis 卡死取证功能保留;不设门控隐藏——本浮窗本就可全局可开,双轨无意义。 - # 纯视图边界:转储编排经信号外发归组合根。 var diag_row := HBoxContainer.new() diag_row.add_theme_constant_override("separation", 10) list.add_child(diag_row) @@ -270,10 +297,6 @@ func _build() -> void: diag_btn.pressed.connect(_emit_diagnose_requested) diag_row.add_child(diag_btn) - var close_btn := UiKit.button("关闭") - close_btn.pressed.connect(_emit_closed) - box.add_child(close_btn) - func _slider_row(box: VBoxContainer, title: String) -> Dictionary: var row := HBoxContainer.new() @@ -293,14 +316,14 @@ func _slider_row(box: VBoxContainer, title: String) -> Dictionary: func _sync_labels() -> void: - _atk_val.text = "+%d%%" % atk_pct() - _hp_val.text = "+%d%%" % hp_pct() - _eff.text = "生效值:攻击 %d → %d · 生命 %d → %d" % [ - _base_atk, effective_atk(), _base_hp, effective_max_hp()] + st._atk_val.text = "+%d%%" % atk_pct() + st._hp_val.text = "+%d%%" % hp_pct() + st._eff.text = "生效值:攻击 %d → %d · 生命 %d → %d" % [ + st._base_atk, effective_atk(), st._base_hp, effective_max_hp()] func _emit_simulate_requested() -> void: - simulate_requested.emit(int(_sim_count.value)) + simulate_requested.emit(int(st._sim_count.value)) func _emit_diagnose_requested() -> void: diff --git a/game/presentation/views/legend_overlay.gd b/game/presentation/views/legend_overlay.gd index 08454647..a7f685ed 100644 --- a/game/presentation/views/legend_overlay.gd +++ b/game/presentation/views/legend_overlay.gd @@ -23,7 +23,7 @@ var _rap_cost := -1 # <0 = 不渲染 RAP 行(构造参数注表值,禁字 func _init(rap_cost: int = -1) -> void: _rap_cost = rap_cost - var shell := UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(520, 0), 6, true, + var shell := UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(520, 0), 6, UiKit.panel_skinned(Vector4(12, 10, 12, 10))) # 石板皮(T2;缺位回退 flat) _panel = shell.panel (shell.dim as ColorRect).gui_input.connect(_on_dim_gui_input) diff --git a/game/presentation/views/level_map_screen.gd b/game/presentation/views/level_map_screen.gd index b1cc31cf..9f53deaa 100644 --- a/game/presentation/views/level_map_screen.gd +++ b/game/presentation/views/level_map_screen.gd @@ -66,7 +66,7 @@ func _init() -> void: _map._layer_decor.node_icons[t] = UiKit.load_tex(TEX_NODE_ICONS[t]) # 独立屏底(spec Layout——demo #v-map 暖棕竖向 # 渐变(#4A3B2A 0%→#3A2E22 40%)+石纹弱质感 0.14+暗角聚焦;底纹缺位回退纯色) - var base := UiKit.gradient_base(UiKit.BG_MAP_TOP, UiKit.BG_ROOT) + var base := UiKit._gradient_base(UiKit.BG_MAP_TOP, UiKit.BG_ROOT) add_child(base) var tex := UiKit.backdrop_tile() if tex != null: diff --git a/game/presentation/views/node_overlay.gd b/game/presentation/views/node_overlay.gd index e82f854c..cabfcdf5 100644 --- a/game/presentation/views/node_overlay.gd +++ b/game/presentation/views/node_overlay.gd @@ -11,7 +11,7 @@ var _btn: Button func _init() -> void: # M5(UI 落码批):rest 兑付面板 plate9 石板化+暖金头带字(demo ④休息弹层;暗字上亮板 §7.2) - var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, Color(0, 0, 0, 0.6), Vector2.ZERO, 14, true, + var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, Color(0, 0, 0, 0.6), Vector2.ZERO, 14, UiKit.panel_skinned(Vector4(26, 18, 26, 18))) var box: VBoxContainer = shell.box _label = UiKit.label("",UiKit.FS_SUB, true, UiKit.INK_TITLE) diff --git a/game/presentation/views/settings_overlay.gd b/game/presentation/views/settings_overlay.gd index adfe0d12..2dbdba45 100644 --- a/game/presentation/views/settings_overlay.gd +++ b/game/presentation/views/settings_overlay.gd @@ -34,7 +34,7 @@ func _build() -> void: # 减动效与结算演出动画=同一设置,一行承载。 # 两列对齐(label 列定宽 140——demo .setrow label/控制两列)+ # 后果说明内联随行(demo .why 同排)+返回钮紧凑化(demo .btn9 紧凑)。 - var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8, true, + var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8, UiKit.panel_skinned(Vector4(20, 16, 20, 16))) var box: VBoxContainer = shell.box @@ -73,7 +73,7 @@ func _build() -> void: var fs_lab := UiKit.label("全屏",UiKit.FS_BODY, false, UiKit.INK_LABEL) fs_lab.custom_minimum_size = Vector2(140, 0) # 同上 fs_row.add_child(fs_lab) - _fs_btn = UiKit.switch_toggle(false) + _fs_btn = UiKit._switch_toggle(false) _fs_btn.toggled.connect(_on_fullscreen_toggled) fs_row.add_child(_fs_btn) _fs_st = UiKit.label("关",UiKit.FS_HINT, true, UiKit.INK_LABEL) @@ -88,7 +88,7 @@ func _build() -> void: var motion_lab := UiKit.label("结算演出动画",UiKit.FS_BODY, false, UiKit.INK_LABEL) motion_lab.custom_minimum_size = Vector2(140, 0) # 同上 motion_row.add_child(motion_lab) - _motion_btn = UiKit.switch_toggle(true) + _motion_btn = UiKit._switch_toggle(true) _motion_btn.toggled.connect(_on_motion_toggled) motion_row.add_child(_motion_btn) _motion_st = UiKit.label("完整",UiKit.FS_HINT, true, UiKit.INK_LABEL) diff --git a/game/presentation/views/settlement_review_overlay.gd b/game/presentation/views/settlement_review_overlay.gd index 7cb886f5..1cdd4b43 100644 --- a/game/presentation/views/settlement_review_overlay.gd +++ b/game/presentation/views/settlement_review_overlay.gd @@ -10,7 +10,7 @@ var _log: RichTextLabel func _init() -> void: - var shell := UiKit.modal_shell(self, Color(UiKit.DIM, 0.62), Vector2(760, 560), 6, true) + var shell := UiKit.modal_shell(self, Color(UiKit.DIM, 0.62), Vector2(760, 560), 6, UiKit.PANEL_DEFAULT) (shell.dim as ColorRect).gui_input.connect(_on_dim_gui_input) var box: VBoxContainer = shell.box box.add_child(UiKit.label("结算明细回看(完整流水 · 逐行归因)",UiKit.FS_SUB, true)) diff --git a/game/presentation/views/shop_overlay_view.gd b/game/presentation/views/shop_overlay_view.gd index 2db37149..8ed5458e 100644 --- a/game/presentation/views/shop_overlay_view.gd +++ b/game/presentation/views/shop_overlay_view.gd @@ -211,7 +211,7 @@ func _build_shelf_card(holder: Control, c: Dictionary) -> Dictionary: body = "%s %+d(本冒险)" % [String(KIND_LABELS.get(kind, kind)), int(c.get("value", 0))] var card := UiKit.bcard(String(c.get("display_name", kind)), body, UiKit.tg_band(kl), icon_key, # 类型色带单点(N4c/Q4 甲——货架与三选一同源判定,原固定默认带) - "%d ◈" % int(c.get("price", 0)), String(KIND_LABELS.get(kind, kind))) + {"price": "%d ◈" % int(c.get("price", 0)), "footnote": String(KIND_LABELS.get(kind, kind))}) var btn := UiKit.button("购买") btn.pressed.connect(_emit_shelf_buy.bind(kind)) card.add_footer(btn) diff --git a/game/presentation/views/status_panel.gd b/game/presentation/views/status_panel.gd index e97ac37f..e887e32d 100644 --- a/game/presentation/views/status_panel.gd +++ b/game/presentation/views/status_panel.gd @@ -14,7 +14,7 @@ var _feats_label: Label func _init() -> void: - var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(560, 0), 10, true, + var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(560, 0), 10, UiKit.panel_skinned(Vector4(20, 16, 20, 16))) # 石板皮(缺位回退数据板——同设置面先例) var box: VBoxContainer = shell.box diff --git a/game/presentation/views/ui_kit.gd b/game/presentation/views/ui_kit.gd index aabf3afd..ad5c6faa 100644 --- a/game/presentation/views/ui_kit.gd +++ b/game/presentation/views/ui_kit.gd @@ -330,23 +330,9 @@ static func vignette_rect() -> TextureRect: # 程序纹理循环带,确定性生成零随机。光柱采用连续 alpha: # 带内 alpha 0→0.05→0 横向过渡+纵向衰减上亮下暗; # 纹理 filter=显式 LINEAR 白名单(与暗角/地图渐变同血统) -static func beams_rect() -> TextureRect: +static func _beams_rect() -> TextureRect: var img := Image.create(560, 560, false, Image.FORMAT_RGBA8) - var ca := cos(0.2094) # 12°(102deg 带轴的垂直倾角) - var sa := sin(0.2094) - var beam_col := Color(1.0, 236.0 / 255.0, 200.0 / 255.0) - var band_lo := 240.0 - var band_hi := 340.0 - var band_mid := (band_lo + band_hi) * 0.5 - var band_peak := 0.05 - var band_half := (band_hi - band_lo) * 0.5 - for y in 560: - var v_fall := 1.0 - float(y) / 560.0 # 纵向衰减:上亮下暗(连续 alpha) - for x in 560: - var d := fposmod(x * ca + y * sa, 560.0) - if d >= band_lo and d < band_hi: - var a: float = band_peak * (1.0 - absf(d - band_mid) / band_half) * v_fall - img.set_pixel(x, y, Color(beam_col.r, beam_col.g, beam_col.b, a)) + _paint_beams(img) var tr := TextureRect.new() tr.texture = ImageTexture.create_from_image(img) tr.stretch_mode = TextureRect.STRETCH_TILE @@ -356,8 +342,32 @@ static func beams_rect() -> TextureRect: return tr +# 光带几何常量(12° 斜向光带——带轴倾角/带域/峰值强度;_paint_beams 单消费) +const BEAMS_TILT_CA := 0.9135 # cos(0.2094)——12°(102deg 带轴的垂直倾角) +const BEAMS_TILT_SA := 0.4067 # sin(0.2094) +const BEAMS_BAND_LO := 240.0 +const BEAMS_BAND_HI := 340.0 +const BEAMS_PEAK := 0.05 + + +## 光带像素域(循环体提函数——12° 斜向光带双三角衰减:带内峰值×纵向衰减逐像素着色) +func _paint_beams(img: Image) -> void: + var ca := BEAMS_TILT_CA + var sa := BEAMS_TILT_SA + var beam_col := Color(1.0, 236.0 / 255.0, 200.0 / 255.0) + var band_mid := (BEAMS_BAND_LO + BEAMS_BAND_HI) * 0.5 + var band_half := (BEAMS_BAND_HI - BEAMS_BAND_LO) * 0.5 + for y in 560: + var v_fall := 1.0 - float(y) / 560.0 # 纵向衰减:上亮下暗(连续 alpha) + for x in 560: + var d := fposmod(x * ca + y * sa, 560.0) + if d >= BEAMS_BAND_LO and d < BEAMS_BAND_HI: + var a: float = BEAMS_PEAK * (1.0 - absf(d - band_mid) / band_half) * v_fall + img.set_pixel(x, y, Color(beam_col.r, beam_col.g, beam_col.b, a)) + + # 竖向渐变底(demo #v-map linear-gradient(180deg, top 0%, low 40%)——stop 后恒 low) -static func gradient_base(top: Color, low: Color, stop := 0.4) -> TextureRect: +static func _gradient_base(top: Color, low: Color, stop := 0.4) -> TextureRect: var g := Gradient.new() g.offsets = PackedFloat32Array([0.0, stop]) g.colors = PackedColorArray([top, low]) @@ -442,7 +452,7 @@ static func label(text: String, size: int, bold: bool, color: Color = Color(-1, # PanelContainer(panel_sb 缺省 = 主题默认板——settlement_review 同款);box = 内容列 #(min_size/separation 参数化,min_size ZERO = 不设)。返回 Dictionary{dim, center, panel, box} #——探针直读的私有件由调用方按名摘引,结构同名同层级不变。 -static func modal_dim(parent: Control, dim_color: Color) -> ColorRect: +static func _modal_dim(parent: Control, dim_color: Color) -> ColorRect: var dim := ColorRect.new() dim.color = dim_color dim.set_anchors_preset(Control.PRESET_FULL_RECT) @@ -450,18 +460,29 @@ static func modal_dim(parent: Control, dim_color: Color) -> ColorRect: return dim +const PANEL_DEFAULT := true # modal_shell 面板哨兵(非 StyleBox 实例——null=无面板/本哨兵=默认样式盒面板/StyleBox=自定义) + + +# 面板哨兵解析(六参收拢五参——三态:null=无面板〔原 with_panel=false〕/PANEL_DEFAULT=默认样式盒面板 +# 〔原 with_panel=true+panel_sb=null〕/StyleBox 实例=自定义样式盒面板〔原双参形态〕) +static func _resolve_shell_panel(panel_sb) -> PanelContainer: + if panel_sb == null: + return null + var panel := PanelContainer.new() + if panel_sb != PANEL_DEFAULT: + panel.add_theme_stylebox_override("panel", panel_sb) + return panel + + static func modal_shell(parent: Control, dim_color: Color, min_size := Vector2.ZERO, separation := 12, - with_panel := false, panel_sb: StyleBox = null) -> Dictionary: - var dim := modal_dim(parent, dim_color) + panel_sb = null) -> Dictionary: + var dim := _modal_dim(parent, dim_color) var center := CenterContainer.new() center.set_anchors_preset(Control.PRESET_FULL_RECT) dim.add_child(center) - var panel: PanelContainer = null + var panel := _resolve_shell_panel(panel_sb) var host: Control = center - if with_panel: - panel = PanelContainer.new() - if panel_sb != null: - panel.add_theme_stylebox_override("panel", panel_sb) + if panel != null: center.add_child(panel) host = panel var box := VBoxContainer.new() @@ -563,19 +584,6 @@ static func panel_skinned(margin: Vector4 = Vector4.ZERO, tint := Color.WHITE) - # 仪式石框(空心角括框——营地容器框;缺位回退暗面板) -static func frame_skinned(margin: Vector4 = Vector4.ZERO) -> StyleBox: - var tex := load_tex(TEX_BORDER_STONE) - if tex == null: - return panel_flat(BG_OVERLAY, PANEL_BORDER,RADIUS_OBJECT, 1, margin) - var sb := _tex_sb(tex, 12.0) - sb.content_margin_left = margin.x - sb.content_margin_top = margin.y - sb.content_margin_right = margin.z - sb.content_margin_bottom = margin.w - return sb - - -# 图标槽(营地钥石/柜台件——缺位返回 null,消费点不挂 TextureRect 即回退纯文本) static func icon_rect(tex_path: String, px: float) -> TextureRect: var t := load_tex(tex_path) if t == null: @@ -659,19 +667,6 @@ static func _apply_button_skin(b: Button) -> void: # 消费方 = 标题/营地/设置/商店/三选一屏。单点纪律同 §7.1:新件只加不改旧件)── # 动词按钮(图标+动词+悬停说明三件套——标题屏按钮组/通用;icon 缺位=纯文字不炸) -static func verb_button(text: String, icon_path: String, tip := "") -> Button: - var b := button(text) - var tex := load_tex(icon_path) - if tex != null: - b.icon = tex - b.add_theme_constant_override("icon_max_width", 20) - b.expand_icon = false - if tip != "": - b.tooltip_text = tip - return b - - -# 主操作钮(烛光黄平涂+木描边——非奖励金;配色总纲「主按钮禁亮金」;缺 panel_stone 依赖=纯色可靠) static func primary_button(text: String, tip := "") -> Button: var b := button(text) var sb := panel_flat(CANDLE, Color8(110, 69, 52),RADIUS_OBJECT, 2, Vector4(10, 2, 10, 2)) @@ -749,7 +744,9 @@ class BCard: var _sb_normal: StyleBox var _sb_sel: StyleBox - func _init(title: String, desc: String, band: Color, icon_path: String, price := "", footnote := "") -> void: + func _init(title: String, desc: String, band: Color, icon_path: String, opts := {}) -> void: + var price: String = opts.get("price", "") + var footnote: String = opts.get("footnote", "") var tex := UiKit.load_tex(UiKit.TEX_PANEL_STONE) _sb_normal = UiKit.panel_skinned(Vector4(12, 10, 12, 10)) if tex != null else UiKit.panel_flat(PANEL_DATA, PANEL_BORDER,RADIUS_OBJECT, 1, Vector4(12, 10, 12, 10)) # 回退=数据板单点 _sb_sel = UiKit.panel_flat(PANEL_DATA, Color8(138, 90, 52), RADIUS_OBJECT, 2, Vector4(12, 10, 12, 10)) # 选中底=数据板单点 @@ -766,21 +763,7 @@ class BCard: mark.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT mark.visible = false box.add_child(mark) - # 图标槽(demo .ic 76×76 槽底+图标 60=20px 源 3 整数倍) - var slot := PanelContainer.new() - slot.add_theme_stylebox_override("panel", UiKit.panel_flat(SLOT_BACKDROP_SOFT, PANEL_BORDER, 0, 1)) # 明度差降档(柔和档;白图标 ≥3:1 硬约束在役) - slot.custom_minimum_size = Vector2(76, 76) - slot.size_flags_horizontal = Control.SIZE_SHRINK_CENTER - box.add_child(slot) - icon_tr = TextureRect.new() - var itex := UiKit.load_tex(icon_path) - if itex != null: - icon_tr.texture = itex - icon_tr.custom_minimum_size = Vector2(60, 60) - icon_tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE - icon_tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED - icon_tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST - slot.add_child(icon_tr) + box.add_child(_build_icon_slot(icon_path)) name_l = UiKit.label(title,FS_SUB, true, INK_TITLE) name_l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(name_l) @@ -800,6 +783,23 @@ class BCard: foot_l.visible = footnote != "" box.add_child(foot_l) + # 图标槽(demo .ic 76×76 槽底+图标 60=20px 源 3 整数倍;明度差降档——柔和档;白图标 ≥3:1 硬约束在役) + func _build_icon_slot(icon_path: String) -> PanelContainer: + var slot := PanelContainer.new() + slot.add_theme_stylebox_override("panel", UiKit.panel_flat(SLOT_BACKDROP_SOFT, PANEL_BORDER, 0, 1)) + slot.custom_minimum_size = Vector2(76, 76) + slot.size_flags_horizontal = Control.SIZE_SHRINK_CENTER + icon_tr = TextureRect.new() + var itex := UiKit.load_tex(icon_path) + if itex != null: + icon_tr.texture = itex + icon_tr.custom_minimum_size = Vector2(60, 60) + icon_tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + icon_tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED + icon_tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + slot.add_child(icon_tr) + return slot + func set_selected(v: bool) -> void: add_theme_stylebox_override("panel", _sb_sel if v else _sb_normal) mark.visible = v @@ -809,8 +809,9 @@ class BCard: body.move_child(c, foot_l.get_index()) -static func bcard(title: String, desc: String, band: Color, icon_path: String, price := "", footnote := "") -> BCard: - return BCard.new(title, desc, band, icon_path, price, footnote) +## 竖卡工厂(BCard._init 同形收拢 6→5 参——opts 键 {price, footnote} 缺省逐字同值) +static func bcard(title: String, desc: String, band: Color, icon_path: String, opts := {}) -> BCard: + return BCard.new(title, desc, band, icon_path, opts) # 拨杆开关(设置屏——46×22 滑柄形;状态字随行由消费方摆;会话级/持久由消费方接 SettingsStore) @@ -838,7 +839,7 @@ class SwitchToggle: _knob.size = Vector2(18, 16) -static func switch_toggle(initial: bool) -> SwitchToggle: +static func _switch_toggle(initial: bool) -> SwitchToggle: return SwitchToggle.new(initial) diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd index 1b5651eb..7340e6fa 100644 --- a/game/tests/unit/presentation/theme_projection_test.gd +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -636,7 +636,7 @@ func _smoke_texture_filter() -> void: Kit.check("V3 白名单在位:暗角 vignette 显式 LINEAR", vg.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) vg.free() - var bm = uikit_s.beams_rect() + var bm = uikit_s._beams_rect() Kit.check("V3 白名单在位:光柱 beams 显式 LINEAR", bm.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) # T4 光柱连续 alpha 结构断言(观感归目检):带心峰值 0.05/带缘连续过渡/纵向衰减上亮下暗 @@ -661,7 +661,7 @@ func _smoke_texture_filter() -> void: Kit.check("T4 光柱纵向衰减生效(上半亮度 %.0f > 下半 %.0f 的 2 倍——上亮下暗)" % [top_sum, bot_sum], top_sum > bot_sum * 2.0) bm.free() - var gb = uikit_s.gradient_base(Color.BLACK, Color.WHITE) + var gb = uikit_s._gradient_base(Color.BLACK, Color.WHITE) Kit.check("V3 白名单在位:地图渐变 gradient_base 显式 LINEAR", gb.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) gb.free()