merge: 结算演出链批落籍——跨区因果演出骨架(光带/弹道/血条递减),P2 归因可视化;冒烟 355 全绿+三探针全过

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DKChan committed 2026-09-20 14:50:08 +08:00
commit 3f275fbebb
6 files changed
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@@ -48,6 +48,7 @@ var info_panel: HeroInfoPanelView # C 区
var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
var board_view: BoardView # 探针兼容别名(= board_zone.board_view)
var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar)
var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下)
# 模态 overlay(z 序 = 登记序;pattern 6 层级纪律)
var legend_overlay: LegendOverlay
var review_overlay: SettlementReviewOverlay
@@ -59,6 +60,7 @@ var _tune_sim = null # 调整板批量模拟控制器(tune_sim_c
var _hints_shown := {} # 一次性非模态提示去重(每 run 一次:chord/no_adjacent)
var _refresh_used_round := 0 # 本轮已受理刷新次数(遥测 round_refresh_index——每轮 round_started 归零)
var _boss_active := false # Boss 遭遇变体(阶段指示附 Boss 名)
var _was_settling := false # 结算相位上升沿检测(结算轮光带触发——演出链批)
func _ready() -> void:
@@ -89,6 +91,7 @@ func _build_ui() -> void:
board_zone = battle_ui.board_zone
board_view = battle_ui.board_view # 探针兼容别名(= board_zone.board_view)
ap_bar = battle_ui.ap_bar # 探针兼容别名(= board_zone.ap_bar)
settlement_fx = battle_ui.settlement_fx
log_view.review_requested.connect(_open_review_from_band)
board_zone.action_requested.connect(_on_board_action)
board_zone.stop_pressed.connect(_on_stop_pressed)
@@ -392,6 +395,7 @@ func _wire_battle(settlement_ref) -> void:
func _on_step_row(row: Dictionary) -> void:
log_view.append_row(row)
stage.on_step_row_fx(row)
_play_cross_zone_fx(row) # 跨区因果演出(结算演出链批):开格之因 → 站桩之果
# 高光演出(战斗结算×3①② 占位):完美排雷横幅 / 标中旗加重弹道
if String(row.get("type", "")) == "highlight":
board_zone.fx.play_perfect_sweep()
@@ -400,6 +404,27 @@ func _on_step_row(row: Dictionary) -> void:
_refresh_presentations()
# 跨区因果演出(§Transitions 结算逐行兑现——动画密度终稿归战斗表现样张批):
# 伤害行 → ⚔ 弹道自棋盘飞向目标敌方站桩(crit 金档加重);治疗行 → ✚ 弹道飞向主角站桩;
# 命中反馈(闪白/血条递减/灰化)由站桩侧 on_step_row_fx/set_data 承接
func _play_cross_zone_fx(row: Dictionary) -> void:
var from_v: Vector2 = board_view.get_global_rect().get_center()
match String(row.get("type", "")):
"damage":
var target := String(row.get("target", ""))
if target == "" or target == "hero":
return
var to_v = stage.enemy_standee_center(target)
if to_v != null:
var crit := bool(row.get("crit", false))
settlement_fx.play_projectile(from_v, to_v, "⚔",
UiKit.GOLD if crit else UiKit.FLAG_RED, crit)
"heal":
if String(row.get("target", "")) != "hero" and String(row.get("target", "")) != "":
return
settlement_fx.play_projectile(from_v, stage.hero_standee_center(), "✚", Color("7cc47c"))
func _on_round_started(ri: int) -> void:
log_view.finish_settlement_round() # 上轮摘要行(挖掘期 1 行——明细带 pattern 3)
log_view.append_bb("[color=#e0b860]── 第 %d 轮 ──[/color]" % ri)
@@ -557,6 +582,9 @@ func _refresh_presentations() -> void:
func _sync_settlement_visuals() -> void:
# 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px
var settling := _is_settling()
if settling and not _was_settling:
settlement_fx.play_round_sweep(board_view.get_global_rect()) # 结算轮光带(演出链批)
_was_settling = settling
board_view.set_desaturated(settling)
board_view.set_dig_glow_enabled(not settling)
stage.set_settle_focus(settling)
@@ -7,8 +7,9 @@
extends RefCounted
# 战斗屏四区(A 进度条 / B 战斗画面 / C·D 两列——E 区道具面板已随可选类删除下线,2026-09-15 格面资源批)。
# 返回句柄字典:{strip_view, stage, log_view, info_panel, board_zone, board_view, ap_bar}
# 战斗屏四区(A 进度条 / B 战斗画面 / C·D 两列——E 区道具面板已随可选类删除下线,2026-09-15 格面资源批)
# + 结算演出覆盖层(A–D 之上、模态之下——跨区弹道/光带载体,结算演出链批 2026-09-20)。
# 返回句柄字典:{strip_view, stage, log_view, info_panel, board_zone, board_view, ap_bar, settlement_fx}
static func build_battle_ui(root: Control, db) -> Dictionary:
# set_anchors_and_offsets_preset(非 set_anchors_preset):后者会把控件重置回最小内容尺寸
# (实测 927×613——缩顶、棋盘 45px 格 ×10 行超出 D 区 333px 高被裁,2026-09-13 用户报告回归)
@@ -41,6 +42,10 @@ static func build_battle_ui(root: Control, db) -> Dictionary:
bottom.add_child(board_zone)
board_zone.ap_bar.set_refresh_cost(int(db.action_economy.rap_refresh_cost)) # RAP 读数表值驱动
# 结算演出覆盖层(A–D 之上——z 序 = addChild 序,模态覆盖层组在 build_overlays 中更晚挂入)
var settlement_fx := SettlementFxView.new()
root.add_child(settlement_fx)
return {
"strip_view": strip_view,
"stage": stage,
@@ -49,6 +54,7 @@ static func build_battle_ui(root: Control, db) -> Dictionary:
"board_zone": board_zone,
"board_view": board_zone.board_view,
"ap_bar": board_zone.ap_bar,
"settlement_fx": settlement_fx,
}
@@ -110,6 +110,18 @@ func _card_by_name(display_name: String) -> StandeeView:
return null
# 跨区弹道目标坐标(结算演出链批——组合根传给 SettlementFxView 的全局锚点)
func enemy_standee_center(display_name: String):
var card := _card_by_name(display_name)
if card == null or not is_instance_valid(card):
return null
return card.get_global_rect().get_center()
func hero_standee_center() -> Vector2:
return hero_standee.get_global_rect().get_center()
# battle_over:全场敌方站桩灰化兜底(短路击杀等未走 killed 行的边角)
func gray_all_enemies() -> void:
for c in _cards:
@@ -117,6 +129,7 @@ func gray_all_enemies() -> void:
c.mark_dead()
# 结算期 B 区第一注视点提示(演出区文案切换——能量 7/10 清算调性占位)
# 结算期 B 区第一注视点切换(能量 7/10 清算调性):结算中占位文案退位——兑现演出由
# SettlementFxView 弹道/光带本体接管(演出链批);挖掘期恢复教学占位文案
func set_settle_focus(on: bool) -> void:
stage_center.text = "兑现演出区\n(结算中——逐行兑现)" if on else "兑现演出区\n(结算期:光带 → 弹道 → 受击)"
stage_center.text = "" if on else "兑现演出区\n(结算期:光带 → 弹道 → 受击)"
@@ -0,0 +1,56 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# 实现 GDD:design/ux/battle.md(§Transitions 结算逐行兑现——B 区因果演出链骨架:
# 结算轮光带自棋盘区横扫 → 伤害/治疗弹道自棋盘飞向敌我站桩 → 受击闪白与血条递减由站桩侧承接)。
# 位置语义:全屏覆盖层(A–D 区之上、模态之下),只做跨区飞行的演出载体——棋盘区内演出
# (清图金粒/完美排雷横幅/标中旗弹道/Boss 影子)仍归 board_fx_view。
# 高内聚边界:纯演出——组合根按结算信号调用 play_*,传全局坐标(组合根持有棋盘与站桩两域句柄);
# 本类零核心依赖、不自持游戏状态、mouse_filter 全忽略(不劫持输入)。
# 动画密度/缓动曲线归战斗表现样张批终稿——本批落"因果全程可见"骨架(规划兑现 P2 义务)。
# Date: 2026-09-20(结算演出链批)
class_name SettlementFxView
extends Control
func _init() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
set_anchors_preset(Control.PRESET_FULL_RECT)
# 结算轮光带:金橙半透明横带自棋盘上缘扫至下缘(一次 0.5s,自动回收)——
# "棋盘能量向战斗画面汇聚"的开轮语义(§2.2 色彩转金橙主导;区分于 board_fx 的完美排雷金光带)
func play_round_sweep(board_rect: Rect2) -> void:
if board_rect.size == Vector2.ZERO:
return
var band := ColorRect.new()
band.color = Color(UiKit.GOLD, 0.22)
band.mouse_filter = Control.MOUSE_FILTER_IGNORE
band.position = Vector2(board_rect.position.x, board_rect.position.y)
band.size = Vector2(board_rect.size.x, 34.0)
add_child(band)
var tw := band.create_tween()
tw.tween_property(band, "position:y", board_rect.end.y - 34.0, 0.5).set_trans(Tween.TRANS_SINE)
tw.parallel().tween_property(band, "modulate:a", 0.0, 0.5).set_delay(0.15)
tw.tween_callback(band.queue_free)
# 跨区弹道:glyph 字形自 from 飞向 to(0.35s + 轻微上抛弧线 + 终点淡出,自动回收)——
# 开格之因 → 站桩之果的因果可视承载(P2);crit 弹道由调用方传加重标记
func play_projectile(from: Vector2, to: Vector2, glyph: String, col: Color, crit: bool = false) -> void:
var shot := UiKit.label(glyph, 22 if crit else 16, true)
shot.add_theme_color_override("font_color", col)
shot.mouse_filter = Control.MOUSE_FILTER_IGNORE
shot.size = Vector2(24, 24)
shot.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
shot.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
shot.position = from - shot.size * 0.5
shot.pivot_offset = shot.size * 0.5
shot.z_index = 5
add_child(shot)
var mid := (from + to) * 0.5 + Vector2(0, -36.0) # 轻微上抛弧线
var tw := shot.create_tween()
if crit:
tw.tween_property(shot, "scale", Vector2(1.5, 1.5), 0.08)
tw.tween_property(shot, "position", mid, 0.16).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
tw.tween_property(shot, "position", to - shot.size * 0.5, 0.19).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
tw.parallel().tween_property(shot, "modulate:a", 0.0, 0.12).set_delay(0.23)
tw.tween_callback(shot.queue_free)
@@ -0,0 +1 @@
uid://mkuyrjn8w8ew
@@ -30,6 +30,7 @@ var _enemy_id := ""
var _armor := "light"
var _armor_class := 0
var _dead := false
var _hp_tween: Tween
func _init(kind: String = "enemy") -> void:
@@ -121,7 +122,7 @@ func set_data(d: Dictionary) -> void:
_armor = String(d.get("armor_type", "light"))
_armor_class = int(d.get("armor_class", 0))
_hp_bar.max_value = maxi(1, int(d.get("max_hp", 1)))
_hp_bar.value = int(d.get("hp", 0))
_set_hp(int(d.get("hp", 0)))
set_order(int(d.get("order", 1)))
set_pending(String(d.get("pending_type", "")), String(d.get("pending_skill", "")))
set_effects(d.get("effects", []))
@@ -133,11 +134,20 @@ func set_data(d: Dictionary) -> void:
func set_hero(hp: int, max_hp: int) -> void:
_hp_bar.max_value = maxi(1, max_hp)
_hp_bar.value = hp
_set_hp(hp)
# 血条短 tween 递减(§2.2 直角递减占位——密度/缓动终稿归战斗表现批);逐行刷新时重启 tween 不累积
func _set_hp(hp: int) -> void:
var target := float(clampi(hp, 0, int(_hp_bar.max_value)))
if _hp_tween != null and _hp_tween.is_valid():
_hp_tween.kill()
_hp_tween = create_tween()
_hp_tween.tween_property(_hp_bar, "value", target, 0.15)
func set_idle() -> void:
_hp_bar.value = 0
_set_hp(0)
set_effects([])
@@ -227,7 +237,7 @@ func mark_dead() -> void:
_refresh_portrait_glyph()
if _intent_badge != null:
_intent_badge.visible = false
_hp_bar.value = 0
_set_hp(0)
func is_dead() -> bool: