diff --git a/design/gdd/06-待办清单.md b/design/gdd/06-待办清单.md index 4fdf2cd2..5caa6964 100644 --- a/design/gdd/06-待办清单.md +++ b/design/gdd/06-待办清单.md @@ -320,7 +320,7 @@ **归属**:UI 设计对齐批后续专项(或独立呈现批);开工 = 用户点名 -**状态**:待办 +**状态**:**已全部落地(2026-10-06 /goal UI 对齐批,merge 2ca6288 链)**——①卡片 232×352=ui_kit BCard(D1,图标槽 76/60 随批)②商店全屏页=UiKit.page_shell(D2,56px 通栏顶条+爬价规则行+底注;三选一同壳)③地图底栏=85px 定高单条(放弃 90 小钮+特性行限宽截断+深墨)。用户令(/goal)立项即发令,无须另批。 #### 全屏 UI 审计差距清单(实机×demo 逐屏对比,2026-10-06 登记) @@ -328,7 +328,7 @@ **归属**:UI 设计对齐批后续轮(或独立呈现批);开工 = 用户逐项裁决 -**状态**:待办 +**状态**:**六项已闭环(2026-10-06 /goal UI 对齐批)**——①底栏重设计全落(85px 定高+放弃 90 小钮+特性行限宽截断+深墨)②E5 已回滚(blast→TG_MAGIC,TG_AOE 只接 aoe 键)③主操作语义已反转(有档=继续上局主黄钮)④结算仪式感已落(DIM_NIGHT 0.62 压暗+两列账行+紧凑钮)⑤背景全局已落(石纹 0.14 弱质感+暗角+地图渐变+标题光带,UiKit 氛围层单点)⑥D1/D2 已落(见上条)。**遗留(已判定并留档)**:营地面板明度/行密度与关闭钮位(camp ⑦)、战斗棋盘底板融景(battle ⑤①)、道具槽段位(台账 352 功能欠账)、立绘比例(资产升档批在册)——归各自在册条目,不在 UI 对齐轮再开。复判记录=design/qa/ui-audit-vs-demo-2026-10-06.md 批末判定节。 #### 资产升档重产批(art-bible v3.0 中修挂账③,2026-09-29 登记) diff 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--git a/design/qa/ui-audit-2026-10-06/real/real_8_end_victory.png b/design/qa/ui-audit-2026-10-06/real/real_8_end_victory.png index 1f7f4b8b..e8349b3b 100644 Binary files a/design/qa/ui-audit-2026-10-06/real/real_8_end_victory.png and b/design/qa/ui-audit-2026-10-06/real/real_8_end_victory.png differ diff --git a/design/qa/ui-audit-vs-demo-2026-10-06.md b/design/qa/ui-audit-vs-demo-2026-10-06.md index f8010835..34689510 100644 --- a/design/qa/ui-audit-vs-demo-2026-10-06.md +++ b/design/qa/ui-audit-vs-demo-2026-10-06.md @@ -64,3 +64,33 @@ demo 石皮框板+两列对齐行(label 列/控制列)+减动效行;实机 5. **标题屏主操作语义**(继续上局应为主钮)。 6. 战斗屏结构对齐度最高,仅棋盘底色处理与左栏编排差距。 7. E5 证据更新:demo 爆破卡紫带 → 建议 blast 归回 TG_MAGIC(推翻 T4a 的 blast→TG_AOE),随用户裁决。 + +## 批末判定(2026-10-06 /goal UI 对齐批收口——逐项复判全记) + +/goal 令(「将游戏的 UI 对齐 demo 的 UI;完成后自验:ui_audit_probe 逐屏实机截图×demo 浏览器截图,重建并排对比图逐项判定;全部差距闭环或列明不可对齐原因」)执行完毕。判官=documents:visual-judge 两轮独立目检(初判 7 pass/2 partial/1 fail → 修复后复判 4 张全部转 pass),九组并排图已按合后态重摄重建(real/ 与 pairs/ 现内容=最终态)。 + +### 逐屏判定终态 + +| 屏 | 判定 | 闭环内容 | 留档差异(非本轮差距) | +|---|---|---|---| +| ①标题 | **pass** | 主操作语义反转(有档=继续上局主黄钮);背景=暖棕底+石纹 0.14+斜光带+暗角 | demo 玩法速览牌已按用户令删除,不回补 | +| ②营地 | **pass** | 背景氛围层(可见处石纹微弱+暗角) | 面板明度/行密度/关闭钮位=camp ⑦ 遗留(06 留档) | +| ③设置 | **pass** | 两列对齐(label 定宽 140)+返回钮紧凑 90+主音量滑轨实高修(HSlider 槽按 stylebox min 高绘制缺陷) | 减动效行不拆=reduced_motion 单设置同驱 motion_scale+结算演播(语义命名批裁决,demo 两行=同一设置) | +| ④地图 | **pass** | 底栏 85px 定高单条+放弃 90 小钮+特性行限宽截断+深墨;顶栏关卡名框板+GP 烛光胶囊+两极排布;背景暖棕渐变 | 道具槽段位=台账 352 功能欠账(非呈现层) | +| ⑤战斗 | **pass** | 背景氛围层成立;轮次条/上轮摘要结构一致 | 棋盘底板融景、左栏编排、站桩紧凑度=battle ⑤ 遗留(06 留档) | +| ⑥三选一 | **pass** | 全屏页(page_shell 根底档)+D1 竖卡 232×352+类型脚注行+底注 | 稀有度词缺=数据面无投喂(词表随数据批补) | +| ⑦商店 | **pass** | 全屏页(D2)+56px 通栏顶条+爬价规则行(实数投喂 shop_bp_visit_buys×shop_price_a)+D1 竖卡+底注池源 | 「已购 N 档」=实机独有档位语义(功能差异非缺陷) | +| ⑧结算·胜/败 | **pass** | DIM_NIGHT 0.62/0.6 全屏压暗(判官实测亮度 218→97)+两列对齐账行+紧凑主钮 | 账行文案词序差异=Narrator 文案域 | +| 无映射三屏 | 存档 | 调试浮窗/图例/确认框维持现状(demo 无基线) | — | + +### 不可对齐/留档原因清单 + +1. **营地面板明度与行密度、关闭钮位**:camp 布局属 M 批落码形制,重排=独立呈现批量级,本批只落背景氛围层;06 留档。 +2. **战斗棋盘底板**:棋盘视觉=样张 v2 机检冻结域(golden 断言),动底板需过样张闸;06 留档。 +3. **地图道具槽**:道具读数无关卡画面=成文出口(台账 352),功能件非呈现层。 +4. **稀有度脚注词**:候选数据面无稀有度字段投喂,随数据批补。 +5. **减动效独立行**:与结算演出动画=同一设置(语义命名批 T17 裁决合并),拆行=一设置双行重复,不拆。 + +### 闸门记录 + +开工基线冒烟 782/0(4336fd2 净态)→ 每轮轻闸冒烟 782/0+probe_gate --click 全绿 → 批末 run_all 16 套全绿+全探针绿+doc 三闸零新增(2 处 06 陈旧断链系基线随 merge 自愈,非本批引入)→ 合 master 2ca6288 主区复跑(冒烟 782/0+click 全绿+run_all 17 套全绿〔含并行批新落 curio_refresh_paid_test〕)→ 判官修复轮复验全绿。 diff --git a/game/presentation/views/curio_pick_overlay.gd b/game/presentation/views/curio_pick_overlay.gd index 60a85b86..637c2bb3 100644 --- a/game/presentation/views/curio_pick_overlay.gd +++ b/game/presentation/views/curio_pick_overlay.gd @@ -105,7 +105,8 @@ func open_pick(header: String, cards: Array) -> void: var desc := "\n".join(lines.slice(1)) if lines.size() > 1 else "" var idl := cid.to_lower() var band := UiKit.tg_band(idl) # 类型色带单点(N4c 2026-10-06——TG_* 五族同源判定;aoe/blast 归 TG_AOE) - var card := UiKit.bcard(title, desc, band, _icon_for_id(idl)) + # 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)) 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)) @@ -246,3 +247,16 @@ func _icon_for_id(idl: String) -> String: if idl.contains("ap") or idl.contains("action"): return UiKit.TEX_ICON_POUCH return UiKit.TEX_ICON_COINBAG + + +# T7 类型脚注词(demo .bcard .src 同款五族——与 tg_band 同域子串判定,卡底填空对齐) +func _type_label(idl: String) -> String: + if idl.contains("heal"): + return "治疗" + if idl.contains("blast") or idl.contains("magic"): + return "魔法" + if idl.contains("pierce"): + return "穿甲" + if idl.contains("aoe"): + return "群伤" + return "通用增益" diff --git a/game/presentation/views/level_map_screen.gd b/game/presentation/views/level_map_screen.gd index c0b9f0d3..50bf204e 100644 --- a/game/presentation/views/level_map_screen.gd +++ b/game/presentation/views/level_map_screen.gd @@ -87,20 +87,30 @@ func _init() -> void: var box := VBoxContainer.new() box.add_theme_constant_override("separation", 10) center.add_child(box) - # 顶栏语境(spec Layout:左关卡名 / 右 GP 常驻徽章——直角细线数据框) + # 顶栏语境(spec Layout:左关卡名 / 右 GP 常驻徽章——直角细线数据框; + # T5 判官 checkpoint 对齐 demo ④:关卡名入框板(裸文本退役)+GP 徽章=烛光胶囊(同商店金币框)+ + # 左右两极排布(原居中悬置)) var top := HBoxContainer.new() top.add_theme_constant_override("separation", 12) + top.size_flags_horizontal = Control.SIZE_EXPAND_FILL box.add_child(top) + var lvl_plate := PanelContainer.new() + lvl_plate.add_theme_stylebox_override("panel", + UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1, Vector4(12, 3, 12, 3))) + top.add_child(lvl_plate) _level_label = UiKit.label("",UiKit.FS_BODY, true, UiKit.WARM) - _level_label.custom_minimum_size.x = 420 - top.add_child(_level_label) + lvl_plate.add_child(_level_label) + var top_sp := Control.new() + top_sp.size_flags_horizontal = Control.SIZE_EXPAND_FILL + top.add_child(top_sp) var gp_box := PanelContainer.new() - gp_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) + gp_box.add_theme_stylebox_override("panel", + UiKit.panel_flat(UiKit.CANDLE, UiKit.CAMP_HEADER_BAND,UiKit.RADIUS_OBJECT, 1, Vector4(12, 4, 12, 4))) top.add_child(gp_box) var gp_row := HBoxContainer.new() gp_row.add_theme_constant_override("separation", 6) gp_box.add_child(gp_row) - _gp_value = UiKit.label("",UiKit.FS_BODY, true, UiKit.GOLD) + _gp_value = UiKit.label("",UiKit.FS_BODY, true, UiKit.INK_ON_GOLD) gp_row.add_child(_gp_value) _title = UiKit.label(TITLE_FORK,UiKit.FS_SUB, true, UiKit.WARM) _title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER diff --git a/game/presentation/views/ui_kit.gd b/game/presentation/views/ui_kit.gd index 97c9b652..be6846d1 100644 --- a/game/presentation/views/ui_kit.gd +++ b/game/presentation/views/ui_kit.gd @@ -703,9 +703,13 @@ static func styled_slider(value: float, minv := 0.0, maxv := 100.0) -> HSlider: s.min_value = minv s.max_value = maxv s.value = value - s.custom_minimum_size = Vector2(200, 20) - s.add_theme_stylebox_override("slider", panel_flat(Color8(184, 165, 130), PANEL_BORDER, 0, 1)) - s.add_theme_stylebox_override("grabber_area", panel_flat(Color8(122, 82, 50), Color8(0, 0, 0, 0), 0, 0)) + s.custom_minimum_size = Vector2(200, 24) + # 槽轨/填充实高(2026-10-06 判官实checkpoint:HSlider 槽=按 stylebox min 高绘制——零 margin + # StyleBoxFlat min 高 0-2px=轨道整条不可见;6px 上下 content margin=12px 实高) + s.add_theme_stylebox_override("slider", + panel_flat(Color8(184, 165, 130), PANEL_BORDER, 0, 1, Vector4(0, 6, 0, 6))) + s.add_theme_stylebox_override("grabber_area", + panel_flat(Color8(122, 82, 50), Color8(0, 0, 0, 0), 0, 0, Vector4(0, 6, 0, 6))) return s diff --git a/game/smoke/ui_audit_probe.gd b/game/smoke/ui_audit_probe.gd index 699f55c3..4ed59fb4 100644 --- a/game/smoke/ui_audit_probe.gd +++ b/game/smoke/ui_audit_probe.gd @@ -29,8 +29,17 @@ func _ready() -> void: await get_tree().process_frame ProbeUiUtil.isolate_save(main, "smoke_ui_audit", true, true, false) await get_tree().process_frame + # 断点种子(2026-10-06 判官 checkpoint——demo 标题屏=有档态「继续上局」主钮亮出;无种子= + # 续玩钮隐藏,主操作语义对齐⑤无从呈现。最小合法断点快照;后续「开始冒险」流程自然覆盖) + main.save_manager.set_breakpoint({ + "master_seed": 42, "rng_counter": 0, "hero_hp": 20, "gp": 24, "keystone": 4, + "level_index": 1, "bonus": {}, "shop_purchased": {}, "relics": [], + "bonus_aux_carry": [], "keystone_drops": [], "bonus_taken": {}, + }) + main._refresh_resume_button() + await get_tree().process_frame - # 1 标题屏(启动态) + # 1 标题屏(启动态=有档态) await _snap("1_start") # 2 调试浮窗(P3 仅开始菜单可开——趁 _level_active=false 先截) main._show_debug_overlay() @@ -55,6 +64,10 @@ func _ready() -> void: close_btn.pressed.emit() await _settle() # 5 关卡地图(开始冒险→停点出图) + # 收种子断点(有断点时「开始冒险」=清档确认互斥弹窗——不收则断流,5_battle 截不上) + main.save_manager.clear_breakpoint() + main._refresh_resume_button() + await get_tree().process_frame var lvbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "开始冒险", "contains") if lvbtn != null: lvbtn.pressed.emit()