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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@@ -34,10 +34,18 @@ func _build() -> void:
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# 减动效与结算演出动画=同一设置,一行承载。
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# 两列对齐(label 列定宽 140——demo .setrow label/控制两列)+
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# 后果说明内联随行(demo .why 同排)+返回钮紧凑化(demo .btn9 紧凑)。
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var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8, true,
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var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8,
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UiKit.panel_skinned(Vector4(20, 16, 20, 16)))
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var box: VBoxContainer = shell.box
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_build_head(box)
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_build_volume_row(box)
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_build_fullscreen_row(box)
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_build_motion_row(box)
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_build_close_row(box)
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## 头部域(设置项零增减——只有主音量;减动效与结算演出动画=同一设置,一行承载)
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func _build_head(box: VBoxContainer) -> void:
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var title := UiKit.label("设置",UiKit.FS_TITLE, true, UiKit.INK_TITLE)
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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box.add_child(title)
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@@ -46,7 +54,9 @@ func _build() -> void:
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box.add_child(hint)
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box.add_child(HSeparator.new())
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# 音量(master bus 实时生效——入口归设置、生效口径归 音频.md)
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## 音量行(master bus 实时生效——入口归设置、生效口径归 音频.md)
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func _build_volume_row(box: VBoxContainer) -> void:
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var vol_row := HBoxContainer.new()
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vol_row.add_theme_constant_override("separation", 14)
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box.add_child(vol_row)
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@@ -66,38 +76,44 @@ func _build() -> void:
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_volume_val.custom_minimum_size = Vector2(60, 0)
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vol_row.add_child(_volume_val)
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# 全屏(拨杆形——SwitchToggle;状态字随行)
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## 全屏行(拨杆形——SwitchToggle;状态字随行)
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func _build_fullscreen_row(box: VBoxContainer) -> void:
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var fs_row := HBoxContainer.new()
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fs_row.add_theme_constant_override("separation", 14)
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box.add_child(fs_row)
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var fs_lab := UiKit.label("全屏",UiKit.FS_BODY, false, UiKit.INK_LABEL)
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fs_lab.custom_minimum_size = Vector2(140, 0) # 同上
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fs_row.add_child(fs_lab)
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_fs_btn = UiKit.switch_toggle(false)
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_fs_btn = UiKit._switch_toggle(false)
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_fs_btn.toggled.connect(_on_fullscreen_toggled)
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fs_row.add_child(_fs_btn)
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_fs_st = UiKit.label("关",UiKit.FS_HINT, true, UiKit.INK_LABEL)
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fs_row.add_child(_fs_st)
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# 结算演出动画(=减动效实称;拨杆 on=完整,off=快速时长减半。
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# reduced_motion 单设置同驱 UiKit.motion_scale 与结算演播——demo「减动效」行与
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# 本行系同一设置,不另立行(拆两行=一设置双行重复)
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## 结算演出动画行(=减动效实称;拨杆 on=完整,off=快速时长减半。
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## reduced_motion 单设置同驱 UiKit.motion_scale 与结算演播——demo「减动效」行与
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## 本行系同一设置,不另立行(拆两行=一设置双行重复))
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func _build_motion_row(box: VBoxContainer) -> void:
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var motion_row := HBoxContainer.new()
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motion_row.add_theme_constant_override("separation", 14)
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box.add_child(motion_row)
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var motion_lab := UiKit.label("结算演出动画",UiKit.FS_BODY, false, UiKit.INK_LABEL)
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motion_lab.custom_minimum_size = Vector2(140, 0) # 同上
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motion_row.add_child(motion_lab)
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_motion_btn = UiKit.switch_toggle(true)
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_motion_btn = UiKit._switch_toggle(true)
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_motion_btn.toggled.connect(_on_motion_toggled)
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motion_row.add_child(_motion_btn)
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_motion_st = UiKit.label("完整",UiKit.FS_HINT, true, UiKit.INK_LABEL)
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motion_row.add_child(_motion_st)
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var why := UiKit.label("快速 = 时长减半(运动敏感 / 演示用)",UiKit.FS_CAPTION, false, UiKit.INK_HINT)
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motion_row.add_child(why) # 内联随行(demo .why 同排)
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box.add_child(HSeparator.new())
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# 退出游戏归开始菜单——设置面不再承载(退出只在一级菜单出现)
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## 返回钮域(退出游戏归开始菜单——设置面不再承载〔退出只在一级菜单出现〕)
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func _build_close_row(box: VBoxContainer) -> void:
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var close_row := HBoxContainer.new()
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close_row.alignment = BoxContainer.ALIGNMENT_CENTER
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box.add_child(close_row)
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