T4 UiKit色彩骨架收口段: modal_shell/modal_dim收10处overlay骨架(dim色/min_size/panel参数化对照表在报告,探针私有件同名同层级保留)+label加color参收全层两行式+裸色收口(standee/camp/stage/level_map/board_world Color8→UiKit档13色+HEX_LOG_*/HEX_ROUTE/SEED 13档——值逐字节不变)+杂并七件(UiKit.scaled收双实现/到达拍块合并/点阵合并/画布常数单点/瓦片词表单点化/占位文案const/with_bar判据/bonus内联lambda改具名);ArmedConfirm三处语义异构降级记06(不做了半套);闸=冲烟636/0+run_all 15套+八探针全绿+熵增闸PASS

This commit is contained in:
DKChan committed 2026-10-02 09:07:06 +08:00
1 parent 315e46038c
commit 5584feb6e5
27 files changed
+263 -345

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+8 -11
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@@ -114,18 +114,17 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary:
bd.mouse_filter = Control.MOUSE_FILTER_IGNORE
overlay.add_child(bd)
var box := overlay_box(overlay)
var title := UiKit.label("Dungeon Sweeper", 34, true)
title.add_theme_color_override("font_color", UiKit.WARM)
var title := UiKit.label("Dungeon Sweeper", 34, true, UiKit.WARM)
box.add_child(title)
var sub := UiKit.label("战斗屏战斗屏改造批 —— 扫雷的因,逐行兑现的果", 16, false)
sub.add_theme_color_override("font_color", UiKit.WARM) # 对比度修复(v3.5 批 B3——WARM_SOFT 对深石底实测 3.54:1→暖白 ≥6:1)
# 对比度修复(v3.5 批 B3——WARM_SOFT 对深石底实测 3.54:1→暖白 ≥6:1)
var sub := UiKit.label("战斗屏战斗屏改造批 —— 扫雷的因,逐行兑现的果", 16, false, UiKit.WARM)
box.add_child(sub)
box.add_child(HSeparator.new())
var seed_row := HBoxContainer.new()
box.add_child(seed_row)
var seed_label := UiKit.label("随机种子:", 16, false) # 字号下限(v3.5 批 B3——正文 ≥16)+暗底显式暖白
seed_label.add_theme_color_override("font_color", UiKit.WARM)
# 字号下限(v3.5 批 B3——正文 ≥16)+暗底显式暖白
var seed_label := UiKit.label("随机种子:", 16, false, UiKit.WARM)
seed_row.add_child(seed_label)
var seed_edit := LineEdit.new()
seed_edit.text = "42"
@@ -153,9 +152,8 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary:
# 玩法帮助文案(表值驱动——2026-09-16 AP 压速批遗留硬编码 8 随手修正;护甲等级掷点批同步"减伤"→"护甲强化")
var help_text := "玩法:每轮 %d AP——挖开(1AP)/插旗(1AP)/移动(免费)/连锁(免费)。\n每个非封锁格都藏一种格面资源(增伤/护甲强化/回血/爆裂/削弱)。开安全格、标中雷 = 正向兑付;\n开雷格、标错安全格 = 负向兑付——全部在轮末结算逐行兑现;吃掷点的基础攻击按护甲等级判定,无 miss、最低保底 1 点。\n停手:剩余 AP 转存 RAP;弃图刷新:RAP−%d 当场换图继续挖(每轮剩 %d 次)。\n敌人全灭胜、主角倒下负。悬停可看三态光标与可挖域微光。" % [
int(db.action_economy.ap_per_round), int(db.action_economy.rap_refresh_cost), int(db.action_economy.refresh_cap_per_round)]
var help := UiKit.label(help_text, 16, false) # 字号下限(v3.5 批 B3——正文 ≥16)
# 对比度修复(v3.5 批 B3——WARM_FAINT 对深石底实测 2.58:1→暖白 ≥6:1;暗底双色墨制)
help.add_theme_color_override("font_color", UiKit.WARM)
# 字号下限(v3.5 批 B3——正文 ≥16);对比度修复(v3.5 批 B3——WARM_FAINT 对深石底实测 2.58:1→暖白 ≥6:1;暗底双色墨制)
var help := UiKit.label(help_text, 16, false, UiKit.WARM)
box.add_child(help)
return {"overlay": overlay, "box": box, "seed_edit": seed_edit,
@@ -167,8 +165,7 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary:
static func build_inter_overlay(host: Control) -> Dictionary:
var overlay := overlay_bg(host, Color(0, 0, 0, 0.6))
var box := overlay_box(overlay)
var label := UiKit.label("", 24, true)
label.add_theme_color_override("font_color", UiKit.WARM)
var label := UiKit.label("", 24, true, UiKit.WARM)
box.add_child(label)
var next_btn := UiKit.button("进入下一层")
box.add_child(next_btn)