iter41-卡2:呈现层结构收敛批:67清+2豁免+2展平改善——拆私有族+六状态件+ui_kit收敛+束收拢+print删;含u14补做、并master并案与收尾产出物

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DKChan committed 2026-10-29 00:14:52 +08:00
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@@ -2,6 +2,10 @@
## 营地覆盖层:树淬炼/锻造工坊/秘宝匣/奖励格图鉴四柜台只读投影,购买与切换意图经信号外发。
## 柜台锁定态(钥匙未点亮)开/关零副作用——零写档零报错、锁定行纯文案无可交互购买路径。
## 开合与开始层互斥归组合根承接(打开前隐藏开始层)。
## 内部状态件(u1 子域拆件——契约 9 职责轴):_TreeState=树淬炼柜台内容容器(单一变化原因=树行板结构);
## _ForgeState=锻造工坊与秘宝匣两柜台行板与锁定门(钥匙门同构);_AttuneState=同调装配段节点与钮册;
## _SideState=Y 刷新升级行与最近冒险账面。探针直读冻结成员(_balance_label/_tree_buy_btns/
## _tree_fork_btns/_workshop_holder/_workshop_rows)住宿主不进状态件。
class_name CampOverlay
extends Control
@@ -12,37 +16,54 @@ signal tree_buy_requested(node_id: String) ## 天赋树购买意图(写口
signal tree_fork_toggled(group: String, side: String) ## 双态切换意图(一节点双态——零币切态)
signal forge_buy_requested(route_id: String) ## 锻造路线购买意图(写口唯一归 MetaProgression.forge_buy_level)
signal forge_unlock_requested(route_id: String) ## 锻造路线解锁意图(写口唯一归 MetaProgression.forge_buy_unlock)
signal forge_select_requested(route_id: String) ## 锻造路线选中意图(写口唯一归 MetaProgression.forge_select_weapon/armor)
signal forge_select_requested(route_id: String) ## 锻造路线选中意图(写口唯一归 MetaProgression.forge_select)
# 方向稿取色(柜台头带深棕/行板暖米;双色墨=亮板配深墨)——值单点收 UiKit
const HEADER_BAND_COL := UiKit.CAMP_HEADER_BAND
const ROW_PLATE_COL := UiKit.CAMP_ROW_PLATE
var _balance_label: Label
var _tree_holder: VBoxContainer # 树淬炼柜台内容(主界面——脊柱两行+钥匙/socket 行板+Fork 双态钮)
var _tree_buy_btns: Array[Dictionary] = [] # [{node_id, btn}]——树购买/解锁钮登记面(open/refresh 重建时刷新;探针消费)
var _tree_fork_btns: Array[Dictionary] = [] # [{group, side, btn}]——Fork 双态切换钮登记面(探针消费)
var _forge_lock_l: Label # 锻造工坊柜台锁定态行(钥匙未点亮)
var _forge_workbench: VBoxContainer # 锻造工坊工作间(钥匙点亮后展开——两区六路线行板)
var _forge_zone_weapon: VBoxContainer # 武器锻造区行板容器(三路线)
var _forge_zone_armor: VBoxContainer # 护甲锻造区行板容器(三路线)
var _forge_rows: Array[Dictionary] = [] # [{route_id, name_l, lvl_l, status_l, buy_btn, unlock_btn, select_btn, next_price, unlock_price}](open/refresh 重建;探针消费)
var _ws_scroll: ScrollContainer # 秘宝匣柜台内容容器(钥匙点亮后可见)
var _ws_lock_l: Label # 秘宝匣柜台锁定态行
var _workshop_holder: VBoxContainer # 秘宝匣柜台行板(六行+同调装配段+Y 升级行)
var _workshop_rows: Array[Dictionary] = [] # [{item_id, progress_l, status_l}]
var _attune_header_l: Label # 同调装配段(Slots 点亮呈现)
var _attune_btns: Array[Dictionary] = [] # [{item_id, btn}]——装配/卸下切换钮(满位禁选随刷)
var _attune_nodes: Array[Control] = [] # 段内节点册(open_camp 重建时定向清理,不扰工坊六行)
var _refresh_l: Label # Y 刷新升级行(双入口之一——树上 ks_refresh 同账)
var _refresh_btn: Button
var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建)
class _TreeState extends RefCounted:
var _tree_holder: VBoxContainer # 树淬炼柜台内容(主界面——脊柱两行+钥匙/socket 行板+Fork 双态钮)
class _ForgeState extends RefCounted:
var _forge_lock_l: Label # 锻造工坊柜台锁定态行(钥匙未点亮)
var _forge_workbench: VBoxContainer # 锻造工坊工作间(钥匙点亮后展开——两区六路线行板)
var _forge_zone_weapon: VBoxContainer # 武器锻造区行板容器(三路线)
var _forge_zone_armor: VBoxContainer # 护甲锻造区行板容器(三路线)
var _forge_rows: Array[Dictionary] = [] # [{route_id, name_l, lvl_l, status_l, buy_btn, unlock_btn, select_btn, next_price, unlock_price}](open/refresh 重建;探针消费)
var _ws_scroll: ScrollContainer # 秘宝匣柜台内容容器(钥匙点亮后可见)
var _ws_lock_l: Label # 秘宝匣柜台锁定态行
class _AttuneState extends RefCounted:
var _attune_header_l: Label # 同调装配段(Slots 点亮呈现)
var _attune_btns: Array[Dictionary] = [] # [{item_id, btn}]——装配/卸下切换钮(满位禁选随刷)
var _attune_nodes: Array[Control] = [] # 段内节点册(open_camp 重建时定向清理,不扰工坊六行)
class _SideState extends RefCounted:
var _refresh_l: Label # Y 刷新升级行(双入口之一——树上 ks_refresh 同账)
var _refresh_btn: Button
var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建)
var _balance_label: Label # 探针直读冻结(S17①——住宿主)
var _tree_buy_btns: Array[Dictionary] = [] # [{node_id, btn}]——树购买/解锁钮登记面(open/refresh 重建时刷新;探针消费;住宿主)
var _tree_fork_btns: Array[Dictionary] = [] # [{group, side, btn}]——Fork 双态切换钮登记面(探针消费;住宿主)
var _workshop_holder: VBoxContainer # 秘宝匣柜台行板(六行+同调装配段+Y 升级行;探针直读冻结——住宿主)
var _workshop_rows: Array[Dictionary] = [] # [{item_id, progress_l, status_l}](探针消费;住宿主)
var _tree := _TreeState.new()
var _forge := _ForgeState.new()
var _attune := _AttuneState.new()
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:
@@ -61,6 +82,29 @@ func _init() -> void:
root.add_child(col)
# ── 顶栏:左铭牌(标题+副题)/ 右钥石徽 ──
_build_top_bar(col)
# ── 四柜台并排(程序占位重排)──
# 宽度不足横向滚动(四柜 300 min 宽 > 窄窗可用宽时横滚兜底;纵向撑满余高)
var camp_scroll := ScrollContainer.new()
camp_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
camp_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO
camp_scroll.vertical_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
col.add_child(camp_scroll)
var mid := HBoxContainer.new()
mid.add_theme_constant_override("separation", 14)
mid.size_flags_vertical = Control.SIZE_EXPAND_FILL
camp_scroll.add_child(mid)
_build_tree_counter(mid)
_build_forge_counter(mid)
_build_workshop_counter(mid)
_build_atlas_counter(mid)
_build_bottom_bar(col)
visible = false
## 顶栏域:铭牌(标题+副题)+钥石徽章
func _build_top_bar(col: VBoxContainer) -> void:
var top := HBoxContainer.new()
top.add_theme_constant_override("separation", 10)
col.add_child(top)
@@ -82,82 +126,78 @@ func _init() -> void:
top.add_child(badge)
_balance_label = badge.value_label
# ── 四柜台并排(程序占位重排)──
# 宽度不足横向滚动(四柜 300 min 宽 > 窄窗可用宽时横滚兜底;纵向撑满余高)
var camp_scroll := ScrollContainer.new()
camp_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
camp_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO
camp_scroll.vertical_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
col.add_child(camp_scroll)
var mid := HBoxContainer.new()
mid.add_theme_constant_override("separation", 14)
mid.size_flags_vertical = Control.SIZE_EXPAND_FILL
camp_scroll.add_child(mid)
# 柜一·树淬炼(树脊柱界面形态=主界面:一线一节点行板内升级+Fork 双态切换钮)
_tree_holder = VBoxContainer.new()
_tree_holder.add_theme_constant_override("separation", 6)
## 柜一·树淬炼(树脊柱界面形态=主界面:一线一节点行板内升级+Fork 双态切换钮)
func _build_tree_counter(mid: HBoxContainer) -> void:
_tree._tree_holder = VBoxContainer.new()
_tree._tree_holder.add_theme_constant_override("separation", 6)
var tree_scroll := ScrollContainer.new()
tree_scroll.custom_minimum_size = Vector2(300, 336)
tree_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
tree_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
tree_scroll.add_child(_tree_holder)
tree_scroll.add_child(_tree._tree_holder)
var tree_panel := _counter_panel("天赋树 · 淬炼", "", tree_scroll, 300)
tree_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
tree_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸
mid.add_child(tree_panel)
# 柜二·锻造工坊(钥匙门——forge_workshop 点亮前锁定态;点亮=工作间两区六路线行板)
_forge_lock_l = UiKit.label("🔒 锻造工坊未开放\n\n点亮树上「锻造工坊」钥匙节点后展开工作间。\n(钥匙免费、无前置——树上直接点亮)",UiKit.FS_HINT, false, UiKit.STONE_DEEP)
_forge_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中
_forge_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_forge_lock_l.custom_minimum_size = Vector2(280, 0)
_forge_workbench = VBoxContainer.new()
_forge_workbench.add_theme_constant_override("separation", 6)
_forge_workbench.visible = false # 默认锁定态(钥匙门未判前零行板——门开才建)
_forge_zone_weapon = VBoxContainer.new()
_forge_zone_weapon.add_theme_constant_override("separation", 4)
_forge_zone_armor = VBoxContainer.new()
_forge_zone_armor.add_theme_constant_override("separation", 4)
## 柜二·锻造工坊(钥匙门——forge_workshop 点亮前锁定态;点亮=工作间两区六路线行板)
func _build_forge_counter(mid: HBoxContainer) -> void:
_forge._forge_lock_l = UiKit.label("🔒 锻造工坊未开放\n\n点亮树上「锻造工坊」钥匙节点后展开工作间。\n(钥匙免费、无前置——树上直接点亮)",UiKit.FS_HINT, false, UiKit.STONE_DEEP)
_forge._forge_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中
_forge._forge_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_forge._forge_lock_l.custom_minimum_size = Vector2(280, 0)
_forge._forge_workbench = VBoxContainer.new()
_forge._forge_workbench.add_theme_constant_override("separation", 6)
_forge._forge_workbench.visible = false # 默认锁定态(钥匙门未判前零行板——门开才建)
_forge._forge_zone_weapon = VBoxContainer.new()
_forge._forge_zone_weapon.add_theme_constant_override("separation", 4)
_forge._forge_zone_armor = VBoxContainer.new()
_forge._forge_zone_armor.add_theme_constant_override("separation", 4)
var wb_wh := UiKit.label("── 武器锻造区 ──",UiKit.FS_HINT, true, UiKit.GOLD_INK) # 同款深金墨(对柜台板 5.21:1)
_forge_workbench.add_child(wb_wh)
_forge_workbench.add_child(_forge_zone_weapon)
_forge._forge_workbench.add_child(wb_wh)
_forge._forge_workbench.add_child(_forge._forge_zone_weapon)
var wb_ah := UiKit.label("── 护甲锻造区 ──",UiKit.FS_HINT, true, UiKit.GOLD_INK)
_forge_workbench.add_child(wb_ah)
_forge_workbench.add_child(_forge_zone_armor)
_forge._forge_workbench.add_child(wb_ah)
_forge._forge_workbench.add_child(_forge._forge_zone_armor)
var forge_holder := VBoxContainer.new()
forge_holder.add_theme_constant_override("separation", 6)
forge_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(与树/秘宝匣 scroll 336 min 对齐——锁定态仅锁文也撑住栏高)
forge_holder.add_child(_forge_lock_l)
forge_holder.add_child(_forge_workbench)
forge_holder.add_child(_forge._forge_lock_l)
forge_holder.add_child(_forge._forge_workbench)
var forge_panel := _counter_panel("锻造工坊", UiKit.TEX_ICON_FORGE, forge_holder, 300)
forge_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
forge_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸
mid.add_child(forge_panel)
# 柜三·秘宝匣(钥匙门——ks_workshop 点亮前锁定态;点亮=现工坊内容整体迁入:六行+同调装配段+Y 升级行)
_ws_lock_l = UiKit.label("🔒 秘宝匣未开放\n\n点亮树上「秘宝匣」钥匙节点后展开。\n(前置=脊柱生命第 1 级)",UiKit.FS_HINT, false, UiKit.STONE_DEEP)
_ws_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中
_ws_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_ws_lock_l.custom_minimum_size = Vector2(280, 0)
_ws_scroll = ScrollContainer.new()
_ws_scroll.custom_minimum_size = Vector2(300, 336)
_ws_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
_ws_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
## 柜三·秘宝匣(钥匙门——ks_workshop 点亮前锁定态;点亮=现工坊内容整体迁入:六行+同调装配段+Y 升级行)
func _build_workshop_counter(mid: HBoxContainer) -> void:
_forge._ws_lock_l = UiKit.label("🔒 秘宝匣未开放\n\n点亮树上「秘宝匣」钥匙节点后展开。\n(前置=脊柱生命第 1 级)",UiKit.FS_HINT, false, UiKit.STONE_DEEP)
_forge._ws_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中
_forge._ws_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_forge._ws_lock_l.custom_minimum_size = Vector2(280, 0)
_forge._ws_scroll = ScrollContainer.new()
_forge._ws_scroll.custom_minimum_size = Vector2(300, 336)
_forge._ws_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
_forge._ws_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_workshop_holder = VBoxContainer.new()
_workshop_holder.add_theme_constant_override("separation", 6)
_ws_scroll.add_child(_workshop_holder)
_forge._ws_scroll.add_child(_workshop_holder)
var ws_holder := VBoxContainer.new()
ws_holder.add_theme_constant_override("separation", 6)
ws_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(锁定态 scroll 隐、仅锁文也撑住栏高)
ws_holder.add_child(_ws_lock_l)
ws_holder.add_child(_ws_scroll)
ws_holder.add_child(_forge._ws_lock_l)
ws_holder.add_child(_forge._ws_scroll)
var ws_panel := _counter_panel("秘宝匣", UiKit.TEX_ICON_WORKSHOP, ws_holder, 300)
ws_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL
ws_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸
mid.add_child(ws_panel)
# 柜四·奖励格图鉴(常开独立位——结构位预留,内容排 Alpha)
## 柜四·奖励格图鉴(常开独立位——结构位预留,内容排 Alpha)
func _build_atlas_counter(mid: HBoxContainer) -> void:
var atlas_holder := VBoxContainer.new()
atlas_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(图鉴仅锁文也撑住栏高)
var atlas_panel := _counter_panel("奖励格图鉴", UiKit.TEX_ICON_ATLAS, atlas_holder, 300)
@@ -170,7 +210,9 @@ func _init() -> void:
lock_l.custom_minimum_size = Vector2(280, 0)
atlas_holder.add_child(lock_l)
# ── 底栏:关闭钮(左)/ 操作注记(右)+ 最近冒险条带 ──
## 底栏域:关闭钮(左)/ 操作注记(右)+ 最近冒险条带
func _build_bottom_bar(col: VBoxContainer) -> void:
var close_btn := UiKit.button("关闭营地(回开始界面)")
close_btn.pressed.connect(_emit_closed)
var bottom := HBoxContainer.new()
@@ -182,11 +224,10 @@ func _init() -> void:
var caption := UiKit.label("树上点亮 · 工作间随钥匙展开 · 图鉴常开",UiKit.FS_HINT, false, UiKit.WARM_SOFT)
bottom.add_child(caption)
col.add_child(bottom)
_recent_list = UiKit.label("",UiKit.FS_HINT, false, UiKit.WARM_SOFT)
_recent_list.clip_text = true
_recent_list.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
col.add_child(_recent_list)
visible = false
_side._recent_list = UiKit.label("",UiKit.FS_HINT, false, UiKit.WARM_SOFT)
_side._recent_list.clip_text = true
_side._recent_list.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
col.add_child(_side._recent_list)
# 柜台列面板(方向稿同构):PanelContainer 米板身 + 头带深棕(图标+标题暖白)
@@ -220,7 +261,7 @@ func _counter_panel(title_text: String, icon_path: String, holder: Control, min_
# 树数据 = 组合根 _camp_data().tree 投影 [{node_id, display_name, vein, kind, level, price, can_buy,
# currency}...] + fork_groups [{group, node_id, active_side, owned, can_buy, price, sides:[{side, display_name, effects}]}])
func _rebuild_tree(data: Dictionary) -> void:
for c in _tree_holder.get_children():
for c in _tree._tree_holder.get_children():
c.queue_free()
_tree_buy_btns.clear()
_tree_fork_btns.clear()
@@ -233,52 +274,62 @@ func _rebuild_tree(data: Dictionary) -> void:
if vein != last_vein:
last_vein = vein
var vh := UiKit.label(String(vein_names.get(vein, vein)),UiKit.FS_HINT, true, UiKit.GOLD_INK) # GOLD_DEEP 对柜台板 2.67:1 越带,换深金墨 5.21:1
_tree_holder.add_child(vh)
var hb := HBoxContainer.new()
hb.add_theme_constant_override("separation", 6)
var lvl := int(row.get("level", 0))
var cap := int(row.get("cap", 1))
var name_l := UiKit.label("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, cap], 13, false, UiKit.INK_LABEL)
name_l.custom_minimum_size = Vector2(150, 0)
name_l.clip_text = true
var gate := String(row.get("gate_text", ""))
if gate != "":
name_l.text += " 🔒" # 等级阈值前置未达标标记(R1 机制位——悬停看门槛;达标后随 refresh 消失)
name_l.tooltip_text = "等级门槛:%s" % gate
hb.add_child(name_l)
_tree._tree_holder.add_child(vh)
if String(row.get("kind", "")) == "fork":
continue # Fork 行去行板化——由 fork_groups 段承载双态切换钮
var btn := UiKit.button("购买 %d 钥石" % int(row.get("price", 0)), 0.0) # 柜台行板紧凑钮豁免宽度基准
btn.pressed.connect(func(): tree_buy_requested.emit(String(row.get("node_id", ""))))
btn.disabled = not bool(row.get("can_buy", false))
hb.add_child(btn)
_tree_buy_btns.append({"node_id": String(row.get("node_id", "")), "btn": btn})
_tree_holder.add_child(hb)
_tree._tree_holder.add_child(_tree_row_line(row))
for fg in forks:
var group := String(fg.get("group", ""))
var active := String(fg.get("active_side", ""))
var owned := bool(fg.get("owned", false))
var fb := HBoxContainer.new()
fb.add_theme_constant_override("separation", 6)
var state_txt := "未解锁"
if owned:
state_txt = "激活:%s" % active
var gl := UiKit.label("%s[%s]" % [String(fg.get("display_name", group)), state_txt], 13, false, UiKit.INK_LABEL)
fb.add_child(gl)
if not owned:
var bb := UiKit.button("解锁 %d 钥石" % int(fg.get("price", 0)), 0.0) # 行板紧凑钮豁免
bb.pressed.connect(func(): tree_buy_requested.emit(String(fg.get("node_id", ""))))
bb.disabled = not bool(fg.get("can_buy", false))
fb.add_child(bb)
_tree_buy_btns.append({"node_id": String(fg.get("node_id", "")), "btn": bb})
else:
for side_row in (fg.get("sides", []) as Array):
var sd := String(side_row.get("side", ""))
var sb := UiKit.button(String(side_row.get("display_name", sd)), 0.0) # 行板紧凑钮豁免
sb.pressed.connect(func(): tree_fork_toggled.emit(group, sd))
fb.add_child(sb)
_tree_fork_btns.append({"group": group, "side": sd, "btn": sb})
_tree_holder.add_child(fb)
_tree._tree_holder.add_child(_tree_fork_line(fg))
## 树行板构建域:节点名(含门槛标记)+购买钮(追加序与锚句随段整体搬迁)
func _tree_row_line(row: Dictionary) -> HBoxContainer:
var hb := HBoxContainer.new()
hb.add_theme_constant_override("separation", 6)
var lvl := int(row.get("level", 0))
var cap := int(row.get("cap", 1))
var name_l := UiKit.label("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, cap], 13, false, UiKit.INK_LABEL)
name_l.custom_minimum_size = Vector2(150, 0)
name_l.clip_text = true
var gate := String(row.get("gate_text", ""))
if gate != "":
name_l.text += " 🔒" # 等级阈值前置未达标标记(R1 机制位——悬停看门槛;达标后随 refresh 消失)
name_l.tooltip_text = "等级门槛:%s" % gate
hb.add_child(name_l)
var btn := UiKit.button("购买 %d 钥石" % int(row.get("price", 0)), 0.0) # 柜台行板紧凑钮豁免宽度基准
btn.pressed.connect(func(): tree_buy_requested.emit(String(row.get("node_id", ""))))
btn.disabled = not bool(row.get("can_buy", false))
hb.add_child(btn)
_tree_buy_btns.append({"node_id": String(row.get("node_id", "")), "btn": btn})
return hb
## Fork 双态行板构建域:组状态文案+解锁钮或双态切换钮
func _tree_fork_line(fg: Dictionary) -> HBoxContainer:
var group := String(fg.get("group", ""))
var active := String(fg.get("active_side", ""))
var owned := bool(fg.get("owned", false))
var fb := HBoxContainer.new()
fb.add_theme_constant_override("separation", 6)
var state_txt := "未解锁"
if owned:
state_txt = "激活:%s" % active
var gl := UiKit.label("%s[%s]" % [String(fg.get("display_name", group)), state_txt], 13, false, UiKit.INK_LABEL)
fb.add_child(gl)
if not owned:
var bb := UiKit.button("解锁 %d 钥石" % int(fg.get("price", 0)), 0.0) # 行板紧凑钮豁免
bb.pressed.connect(func(): tree_buy_requested.emit(String(fg.get("node_id", ""))))
bb.disabled = not bool(fg.get("can_buy", false))
fb.add_child(bb)
_tree_buy_btns.append({"node_id": String(fg.get("node_id", "")), "btn": bb})
else:
for side_row in (fg.get("sides", []) as Array):
var sd := String(side_row.get("side", ""))
var sb := UiKit.button(String(side_row.get("display_name", sd)), 0.0) # 行板紧凑钮豁免
sb.pressed.connect(func(): tree_fork_toggled.emit(group, sd))
fb.add_child(sb)
_tree_fork_btns.append({"group": group, "side": sd, "btn": sb})
return fb
# 工作间钥匙门(锻造工坊/秘宝匣柜台锁定态切换:节点点亮=展开、未点亮=锁定行;
@@ -289,86 +340,106 @@ func _refresh_key_gates(data: Dictionary) -> void:
lvl_by_id[String(row.get("node_id", ""))] = int(row.get("level", 0))
var forge_open := int(lvl_by_id.get("forge_workshop", 0)) >= 1
var ws_open := int(lvl_by_id.get("ks_workshop", 0)) >= 1
_forge_lock_l.visible = not forge_open
_forge_workbench.visible = forge_open
_ws_lock_l.visible = not ws_open
_ws_scroll.visible = ws_open
_forge._forge_lock_l.visible = not forge_open
_forge._forge_workbench.visible = forge_open
_forge._ws_lock_l.visible = not ws_open
_forge._ws_scroll.visible = ws_open
# 锻造工坊行板重建(两区六路线;open_camp/refresh_camp 调用。行结构仿秘宝匣行板:
# 件名+等级+解锁态+购买/解锁/选中钮。UI 只发意图信号〔契约 9——零核心写调用、零 MetaProgression
# 持有〕;钮禁用=常态防线(余额/未解锁/满级/已选中),兜底拒绝可见归 presenter pattern 1)
func _rebuild_forge(data: Dictionary) -> void:
for zone in [_forge_zone_weapon, _forge_zone_armor]:
for zone in [_forge._forge_zone_weapon, _forge._forge_zone_armor]:
for c in zone.get_children():
c.queue_free()
_forge_rows.clear()
if not _forge_workbench.visible:
_forge._forge_rows.clear()
if not _forge._forge_workbench.visible:
return # 锁定态(钥匙未点亮):零行板零购买路径——占位纪律延续
var bal := int(data.get("balance", 0))
for row in data.get("forge", []):
var rid := String(row.get("route_id", ""))
var kind := String(row.get("kind", ""))
var zone: VBoxContainer = _forge_zone_weapon if kind == "weapon" else _forge_zone_armor
var unlocked := bool(row.get("unlocked", false))
var initial := bool(row.get("initial_owned", false))
var lvl := int(row.get("level", 0))
var cap_v := int(row.get("cap", 0))
var next_price := int(row.get("next_price", 0))
var unlock_price := int(row.get("unlock_price", 0))
var card := PanelContainer.new()
card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER, UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4)))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 6)
card.add_child(line)
var name_l := UiKit.label(String(row.get("display_name", "")), UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(104, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(name_l)
var lvl_l := UiKit.label("Lv%d/%d" % [lvl, cap_v], 13, false, UiKit.INK_LABEL)
lvl_l.custom_minimum_size = Vector2(44, 0)
line.add_child(lvl_l)
# 解锁态/解锁通道呈现(并联双通道:练满前一档 or 一次性解锁价直购)
var st_text := "已解锁"
if not unlocked:
if initial:
st_text = "未解锁"
else:
st_text = "未解锁 · 练满%s 或 %d 钥石直购" % [String(row.get("prereq_name", "")), unlock_price]
elif lvl >= cap_v:
st_text = "已满级"
var status_l := UiKit.label(st_text, UiKit.FS_HINT, false, UiKit.STONE_DEEP)
status_l.clip_text = true
status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
line.add_child(status_l)
# 购买钮(已解锁未满级——几何价显示;余额不足禁用)
var buy_btn: Button = null
if unlocked and lvl < cap_v:
buy_btn = UiKit.button("锻造 %d" % next_price, 0.0) # 行板紧凑钮豁免
buy_btn.pressed.connect(forge_buy_requested.emit.bind(rid))
buy_btn.disabled = bal < next_price
line.add_child(buy_btn)
# 解锁钮(待解锁非初始——一次性解锁价)
var unlock_btn: Button = null
if not unlocked and not initial:
unlock_btn = UiKit.button("解锁 %d" % unlock_price, 0.0) # 行板紧凑钮豁免
unlock_btn.pressed.connect(forge_unlock_requested.emit.bind(rid))
unlock_btn.disabled = bal < unlock_price
line.add_child(unlock_btn)
# 选中钮(已解锁——免费切换;当前=禁用态标记)
var select_btn: Button = null
if unlocked:
var sel := bool(row.get("selected", false))
select_btn = UiKit.button("当前" if sel else "选中", 0.0) # 行板紧凑钮豁免
select_btn.pressed.connect(forge_select_requested.emit.bind(rid))
select_btn.disabled = sel
line.add_child(select_btn)
zone.add_child(card)
_forge_rows.append({"route_id": rid, "name_l": name_l, "lvl_l": lvl_l, "status_l": status_l,
"buy_btn": buy_btn, "unlock_btn": unlock_btn, "select_btn": select_btn,
"next_price": next_price, "unlock_price": unlock_price})
var zone: VBoxContainer = _forge._forge_zone_weapon if kind == "weapon" else _forge._forge_zone_armor
var card := _forge_route_card(row, bal)
zone.add_child(card["card"])
_forge._forge_rows.append(card)
## 锻造行板构建域:单路线卡(件名+等级+状态+购买/解锁/选中钮——并联双通道呈现面)
func _forge_route_card(row: Dictionary, bal: int) -> Dictionary:
var d := _forge_route_scalars(row)
var card := PanelContainer.new()
card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER, UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4)))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 6)
card.add_child(line)
var name_l := UiKit.label(String(row.get("display_name", "")), UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(104, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(name_l)
var lvl_l := UiKit.label("Lv%d/%d" % [d["lvl"], d["cap_v"]], 13, false, UiKit.INK_LABEL)
lvl_l.custom_minimum_size = Vector2(44, 0)
line.add_child(lvl_l)
var status_l := UiKit.label(_forge_status_text(d, row), UiKit.FS_HINT, false, UiKit.STONE_DEEP)
status_l.clip_text = true
status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
line.add_child(status_l)
var btns := _forge_route_buttons(d, row, bal, line)
return {"card": card, "route_id": d["rid"], "name_l": name_l, "lvl_l": lvl_l, "status_l": status_l,
"buy_btn": btns["buy_btn"], "unlock_btn": btns["unlock_btn"], "select_btn": btns["select_btn"],
"next_price": d["next_price"], "unlock_price": d["unlock_price"]}
## 锻造行标量束:路线 id/解锁态/初始持有/等级/cap/几何价/解锁价一次取数
func _forge_route_scalars(row: Dictionary) -> Dictionary:
return {
"rid": String(row.get("route_id", "")),
"unlocked": bool(row.get("unlocked", false)),
"initial": bool(row.get("initial_owned", false)),
"lvl": int(row.get("level", 0)),
"cap_v": int(row.get("cap", 0)),
"next_price": int(row.get("next_price", 0)),
"unlock_price": int(row.get("unlock_price", 0)),
}
## 状态文案域(并联双通道:练满前一档 or 一次性解锁价直购;已满级态)
func _forge_status_text(d: Dictionary, row: Dictionary) -> String:
var st_text := "已解锁"
if not d["unlocked"]:
if d["initial"]:
st_text = "未解锁"
else:
st_text = "未解锁 · 练满%s 或 %d 钥石直购" % [String(row.get("prereq_name", "")), d["unlock_price"]]
elif d["lvl"] >= d["cap_v"]:
st_text = "已满级"
return st_text
## 三钮域:购买(已解锁未满级——余额不足禁用)/解锁(待解锁非初始——余额不足禁用)/选中(已解锁——当前=禁用态标记)
func _forge_route_buttons(d: Dictionary, row: Dictionary, bal: int, line: HBoxContainer) -> Dictionary:
var buy_btn: Button = null
if d["unlocked"] and d["lvl"] < d["cap_v"]:
buy_btn = UiKit.button("锻造 %d" % d["next_price"], 0.0) # 行板紧凑钮豁免
buy_btn.pressed.connect(forge_buy_requested.emit.bind(d["rid"]))
buy_btn.disabled = bal < d["next_price"]
line.add_child(buy_btn)
var unlock_btn: Button = null
if not d["unlocked"] and not d["initial"]:
unlock_btn = UiKit.button("解锁 %d" % d["unlock_price"], 0.0) # 行板紧凑钮豁免
unlock_btn.pressed.connect(forge_unlock_requested.emit.bind(d["rid"]))
unlock_btn.disabled = bal < d["unlock_price"]
line.add_child(unlock_btn)
var select_btn: Button = null
if d["unlocked"]:
var sel := bool(row.get("selected", false))
select_btn = UiKit.button("当前" if sel else "选中", 0.0) # 行板紧凑钮豁免
select_btn.pressed.connect(forge_select_requested.emit.bind(d["rid"]))
select_btn.disabled = sel
line.add_child(select_btn)
return {"buy_btn": buy_btn, "unlock_btn": unlock_btn, "select_btn": select_btn}
# 打开营地(全量重建四柜台行 + 同调装配段 + 最近冒险;树段与钥匙门随 refresh_camp 重建——
@@ -389,6 +460,12 @@ func refresh_camp(data: Dictionary) -> void:
_rebuild_tree(data)
_refresh_key_gates(data)
_rebuild_forge(data) # 行板随刷重建(购买/解锁/选中后等级/价/禁用态同步)
_refresh_workshop_rows(data, balance)
_refresh_attune_segment(data, balance)
## 秘宝匣行板刷新域:进度列(解锁混合制三形态)与状态色(亮板双色墨制)与购买钮余额联动
func _refresh_workshop_rows(data: Dictionary, balance: int) -> void:
var ws_by_id := {}
for row in data.get("workshop", []):
ws_by_id[String(row.get("item_id", ""))] = row
@@ -397,21 +474,7 @@ func refresh_camp(data: Dictionary) -> void:
if row.is_empty():
continue
var unlocked := bool(row.get("unlocked", false))
# 秘宝匣进度列(解锁混合制三形态:钥石购买价/条件进度拼接/已入手)
var prog_text := ""
var mode := String(row.get("mode", ""))
if unlocked:
prog_text = "已入手"
elif mode == "keystone":
prog_text = "钥石 %d" % int(row.get("price", 0))
elif mode == "condition":
var parts: Array[String] = []
for req_v in (row.get("reqs", []) as Array):
var req: Dictionary[Variant, Variant] = req_v as Dictionary
var lbl := String(UiKit.TREASURE_REQ_LABELS.get(String(req.get("key", "")), "条件"))
parts.append("%s %d/%d" % [lbl, int(req.get("progress", 0)), int(req.get("threshold", 0))])
prog_text = "、".join(parts)
card.progress_l.text = prog_text
card.progress_l.text = _workshop_progress_text(row, unlocked)
# 状态色用亮板双色墨制(深墨族替代暖白族——亮板上暖白不可读)
var st_text := "未解锁"
var st_col: Color = UiKit.STONE_DEEP
@@ -424,111 +487,148 @@ func refresh_camp(data: Dictionary) -> void:
# 购买钮余额联动(禁用态=余额不足,常态防线;pattern 1 兜底拒绝可见归 presenter)
if card.get("buy_btn") != null:
card.buy_btn.disabled = balance < int(card.get("price", 0))
# 同调装配段状态就地刷(Slots 点亮/满位禁选/Y 升级行余额联动)
## 进度列文案域(解锁混合制三形态:钥石购买价/条件进度拼接/已入手)
func _workshop_progress_text(row: Dictionary, unlocked: bool) -> String:
if unlocked:
return "已入手"
var mode := String(row.get("mode", ""))
if mode == "keystone":
return "钥石 %d" % int(row.get("price", 0))
if mode == "condition":
var parts: Array[String] = []
for req_v in (row.get("reqs", []) as Array):
var req: Dictionary[Variant, Variant] = req_v as Dictionary
var lbl := String(UiKit.TREASURE_REQ_LABELS.get(String(req.get("key", "")), "条件"))
parts.append("%s %d/%d" % [lbl, int(req.get("progress", 0)), int(req.get("threshold", 0))])
return "、".join(parts)
return ""
## 同调装配段刷新域(Slots 点亮/满位禁选/Y 升级行余额联动——就地刷)
func _refresh_attune_segment(data: Dictionary, balance: int) -> void:
var att: Dictionary[Variant, Variant] = data.get("attune", {})
if _attune_header_l != null:
if _attune._attune_header_l != null:
var slots_n := int(att.get("slots", 0))
var eq: Array[Variant] = att.get("equipped", [])
_attune_header_l.text = "── 同调装配 Slots %d/%d ──" % [eq.size(), slots_n]
_attune._attune_header_l.text = "── 同调装配 Slots %d/%d ──" % [eq.size(), slots_n]
var eq_set := {}
for v in eq:
eq_set[String(v)] = true
for card2 in _attune_btns:
for card2 in _attune._attune_btns:
var on: bool = eq_set.has(String(card2.item_id))
card2.btn.text = "卸下" if on else "装配"
# 满位禁选+未解锁禁装(已装件恒可卸下;unlocked 快照随 rebuild 刷新)
card2.btn.disabled = (not on and eq.size() >= slots_n) or (not on and not bool(card2.get("unlocked", false)))
if _refresh_l != null:
if _side._refresh_l != null:
var rf: Dictionary[Variant, Variant] = att.get("refresh", {})
_refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))]
_refresh_btn.text = "已满级" if bool(rf.get("maxed", false)) else "升级 %d 钥石" % int(rf.get("price", 0))
_refresh_btn.disabled = bool(rf.get("maxed", false)) or balance < int(rf.get("price", 0))
_side._refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))]
_side._refresh_btn.text = "已满级" if bool(rf.get("maxed", false)) else "升级 %d 钥石" % int(rf.get("price", 0))
_side._refresh_btn.disabled = bool(rf.get("maxed", false)) or balance < int(rf.get("price", 0))
func _rebuild_workshop(data: Dictionary) -> void:
_workshop_rows.clear()
for child in _workshop_holder.get_children():
child.queue_free()
_attune_nodes.clear()
_attune_btns.clear()
_attune_header_l = null
_refresh_l = null
_refresh_btn = null
_attune._attune_nodes.clear()
_attune._attune_btns.clear()
_attune._attune_header_l = null
_side._refresh_l = null
_side._refresh_btn = null
for row in data.get("workshop", []):
var card := PanelContainer.new()
card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4)))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 12)
card.add_child(line)
var tier_name := String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), ""))
var name_l := UiKit.label(String(row.get("display_name", "")) + ("·" + tier_name if tier_name != "" else ""),UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(132, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
name_l.tooltip_text = String(row.get("desc", "")) # 件效果摘要悬停可见(分档呈现契约——槽位档位=名后缀)
line.add_child(name_l)
var progress_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.STONE_DEEP) # 同行价格墨同案
progress_l.custom_minimum_size = Vector2(150, 0)
progress_l.clip_text = true # 营地溢出修——文字全宽不撑柜
progress_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(progress_l)
# 状态色用亮板双色墨制(深墨族替代暖白族)——色随刷新态条件赋值,非机械两行式
var status_l := UiKit.label("",UiKit.FS_HINT, true, UiKit.STONE_DEEP)
status_l.clip_text = true # 同上——「已解锁 · 能力封存中」不撑柜(余宽吸收者)
status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
line.add_child(status_l)
# 钥石购买钮(购买件且未解锁时在列;写口唯一=buy_treasure_unlock,
# 经 buy_requested(item_id) 信号走 presenter 分支;禁用态=余额不足)
var buy_btn: Button = null
if not bool(row.get("unlocked", false)) and String(row.get("mode", "")) == "keystone":
buy_btn = UiKit.button("购买 %d" % int(row.get("price", 0)), 0.0) # 行板紧凑钮豁免
buy_btn.pressed.connect(_emit_buy_requested.bind(String(row.get("item_id", ""))))
line.add_child(buy_btn)
_workshop_holder.add_child(card)
_workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l, "buy_btn": buy_btn, "price": int(row.get("price", 0)), "unlocked": bool(row.get("unlocked", false))})
var card := _workshop_card(row)
_workshop_holder.add_child(card["card"])
_workshop_rows.append(card)
_rebuild_attune(data)
## 秘宝匣行板构建域:件名(分档后缀+效果摘要悬停)+进度列+状态列+钥石购买钮(购买件未解锁在列)
func _workshop_card(row: Dictionary) -> Dictionary:
var card := PanelContainer.new()
card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4)))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 12)
card.add_child(line)
var tier_name := String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), ""))
var name_l := UiKit.label(String(row.get("display_name", "")) + ("·" + tier_name if tier_name != "" else ""),UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(132, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
name_l.tooltip_text = String(row.get("desc", "")) # 件效果摘要悬停可见(分档呈现契约——槽位档位=名后缀)
line.add_child(name_l)
var progress_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.STONE_DEEP) # 同行价格墨同案
progress_l.custom_minimum_size = Vector2(150, 0)
progress_l.clip_text = true # 营地溢出修——文字全宽不撑柜
progress_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(progress_l)
# 状态色用亮板双色墨制(深墨族替代暖白族)——色随刷新态条件赋值,非机械两行式
var status_l := UiKit.label("",UiKit.FS_HINT, true, UiKit.STONE_DEEP)
status_l.clip_text = true # 同上——「已解锁 · 能力封存中」不撑柜(余宽吸收者)
status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
line.add_child(status_l)
# 钥石购买钮(购买件且未解锁时在列;写口唯一=buy_treasure_unlock,
# 经 buy_requested(item_id) 信号走 presenter 分支;禁用态=余额不足)
var buy_btn: Button = null
if not bool(row.get("unlocked", false)) and String(row.get("mode", "")) == "keystone":
buy_btn = UiKit.button("购买 %d" % int(row.get("price", 0)), 0.0) # 行板紧凑钮豁免
buy_btn.pressed.connect(_emit_buy_requested.bind(String(row.get("item_id", ""))))
line.add_child(buy_btn)
return {"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l, "buy_btn": buy_btn, "price": int(row.get("price", 0)), "unlocked": bool(row.get("unlocked", false)), "card": card}
# 同调装配段重建(秘宝匣柜台尾部段;Slots 点亮+
# 九件行板+Y 升级行,程序占位面)
func _rebuild_attune(data: Dictionary) -> void:
var att: Dictionary[Variant, Variant] = data.get("attune", {})
_attune_header_l = UiKit.label("",UiKit.FS_HINT, true, UiKit.INK)
_workshop_holder.add_child(_attune_header_l)
_attune_nodes.append(_attune_header_l)
_attune._attune_header_l = UiKit.label("",UiKit.FS_HINT, true, UiKit.INK)
_workshop_holder.add_child(_attune._attune_header_l)
_attune._attune_nodes.append(_attune._attune_header_l)
for row in att.get("items", []):
var iid := String(row.get("item_id", ""))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 6)
var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(96, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(name_l)
var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
form_l.custom_minimum_size = Vector2(58, 0)
line.add_child(form_l)
# 档位标签(槽位档位显示:件档=普通/优秀/稀有,装入须件档≤格档契约 2 的呈现半边)
var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
tier_l.custom_minimum_size = Vector2(36, 0)
line.add_child(tier_l)
var btn := UiKit.button("装配", 0.0) # 行板紧凑钮豁免
btn.pressed.connect(attune_toggled.emit.bind(iid))
btn.disabled = not bool(row.get("unlocked", false)) # 未解锁禁装(解锁为装配前置——toggle 写口同守卫)
line.add_child(btn)
var line := _attune_item_line(row)
_workshop_holder.add_child(line)
_attune_nodes.append(line)
_attune_btns.append({"item_id": iid, "btn": btn, "unlocked": bool(row.get("unlocked", false)), "equipped": bool(row.get("equipped", false))})
_attune._attune_nodes.append(line)
_refresh_attune_tail(att)
## 同调件行板构建域:件名+形态+档位+装配切换钮(未解锁禁装——toggle 写口同守卫)
func _attune_item_line(row: Dictionary) -> HBoxContainer:
var iid := String(row.get("item_id", ""))
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 6)
var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
name_l.custom_minimum_size = Vector2(96, 0)
name_l.clip_text = true
name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
line.add_child(name_l)
var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
form_l.custom_minimum_size = Vector2(58, 0)
line.add_child(form_l)
# 档位标签(槽位档位显示:件档=普通/优秀/稀有,装入须件档≤格档契约 2 的呈现半边)
var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
tier_l.custom_minimum_size = Vector2(36, 0)
line.add_child(tier_l)
var btn := UiKit.button("装配", 0.0) # 行板紧凑钮豁免
btn.pressed.connect(attune_toggled.emit.bind(iid))
btn.disabled = not bool(row.get("unlocked", false)) # 未解锁禁装(解锁为装配前置——toggle 写口同守卫)
line.add_child(btn)
_attune._attune_btns.append({"item_id": iid, "btn": btn, "unlocked": bool(row.get("unlocked", false)), "equipped": bool(row.get("equipped", false))})
return line
## Y 升级尾行构建域(双入口之一——树上 ks_refresh 同账)
func _refresh_attune_tail(att: Dictionary) -> void:
var refresh_line := HBoxContainer.new()
refresh_line.add_theme_constant_override("separation", 6)
_refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
refresh_line.add_child(_refresh_l)
_refresh_btn = UiKit.button("升级", 0.0) # 行板紧凑钮豁免
_refresh_btn.pressed.connect(_emit_buy_requested.bind("attune_refresh"))
refresh_line.add_child(_refresh_btn)
_side._refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)
refresh_line.add_child(_side._refresh_l)
_side._refresh_btn = UiKit.button("升级", 0.0) # 行板紧凑钮豁免
_side._refresh_btn.pressed.connect(_emit_buy_requested.bind("attune_refresh"))
refresh_line.add_child(_side._refresh_btn)
_workshop_holder.add_child(refresh_line)
_attune_nodes.append(refresh_line)
_attune._attune_nodes.append(refresh_line)
func _rebuild_recent(data: Dictionary) -> void:
@@ -544,7 +644,7 @@ func _rebuild_recent(data: Dictionary) -> void:
verdict = "放弃"
lines.append("最近冒险:%s · 完成 %d 关 · 钥石 +%d · 种子 %d" % [verdict,
int(s.get("levels_cleared", 0)), int(s.get("keystone_total", 0)), int(s.get("master_seed", 0))])
_recent_list.text = " | ".join(lines)
_side._recent_list.text = " | ".join(lines)
func _emit_closed() -> void: