diff --git a/game/presentation/views/settings_overlay.gd b/game/presentation/views/settings_overlay.gd index 81d57112..a38d507a 100644 --- a/game/presentation/views/settings_overlay.gd +++ b/game/presentation/views/settings_overlay.gd @@ -12,8 +12,10 @@ signal closed var _store var _volume: HSlider var _volume_val: Label -var _fs_btn: Button -var _motion_btn: Button +var _fs_btn: Button # M4 换 SwitchToggle 拨杆(仍 Button 子类——探针接缝保持) +var _motion_btn: Button # M4 同上 +var _fs_st: Label # M4 状态字随行(开/关) +var _motion_st: Label # M4 状态字(完整/快速) func _init(store) -> void: @@ -30,66 +32,82 @@ func retarget(store) -> void: func _build() -> void: - var box: VBoxContainer = UiKit.modal_shell(self, UiKit.BG_OVERLAY, Vector2(560, 0), 8).box + # M4(UI 落码批):石板面板化(demo ③)+行牌化(标签+拨杆+状态字+后果说明行); + # 设置项零增减(P-C6:只有主音量——demo 音效音量行系原型发明已撤); + # 减动效与结算演出动画=同一设置(语义命名批合并),一行承载 + var shell: Dictionary = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8, true, + UiKit.panel_skinned(Vector4(20, 16, 20, 16))) + var box: VBoxContainer = shell.box - var title := UiKit.label("设置", 26, true, UiKit.WARM) + var title := UiKit.label("设置", 24, true, UiKit.INK_TITLE) + title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(title) - var hint := UiKit.label("系统级设置——独立存储不随存档(一安装一份,删游戏才消失)", 13, false, UiKit.WARM_SOFT) + var hint := UiKit.label("系统级设置——独立存储不随存档(一安装一份,删游戏才消失)", 13, false, Color8(110, 69, 52)) + hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(hint) box.add_child(HSeparator.new()) # 音量(master bus 实时生效——入口归设置、生效口径归 音频.md) var vol_row := HBoxContainer.new() + vol_row.add_theme_constant_override("separation", 14) box.add_child(vol_row) - vol_row.add_child(UiKit.label("音量", 15, false)) - _volume = HSlider.new() - _volume.min_value = 0 - _volume.max_value = 100 + vol_row.add_child(UiKit.label("主音量", 15, false, UiKit.INK_LABEL)) + _volume = UiKit.styled_slider(100.0, 0.0, 100.0) _volume.step = 1 - _volume.custom_minimum_size = Vector2(280, 24) _volume.value_changed.connect(_on_volume_changed) vol_row.add_child(_volume) - _volume_val = UiKit.label("100%", 15, true, UiKit.INK_L_WARM) + _volume_val = UiKit.label("100%", 15, true, UiKit.INK_TITLE) _volume_val.custom_minimum_size = Vector2(60, 0) vol_row.add_child(_volume_val) - # 开关形态(二轮修改批 D2 2026-09-29 用户目检——原生 CheckButton 暗底不显眼, - # 换 UiKit 按钮形态 toggle:文字「全屏:开/关」随态换面) - _fs_btn = UiKit.button("全屏:关") - _fs_btn.toggle_mode = true + # 全屏(拨杆形——M10 SwitchToggle;状态字随行) + var fs_row := HBoxContainer.new() + fs_row.add_theme_constant_override("separation", 14) + box.add_child(fs_row) + fs_row.add_child(UiKit.label("全屏", 15, false, UiKit.INK_LABEL)) + _fs_btn = UiKit.switch_toggle(false) _fs_btn.toggled.connect(_on_fullscreen_toggled) - box.add_child(_fs_btn) + fs_row.add_child(_fs_btn) + _fs_st = UiKit.label("关", 14, true, UiKit.INK_LABEL) + fs_row.add_child(_fs_st) - # 减动效(battle.md §Transitions 承诺转正——时长减半,结算逐行兑现=信息载体不整体跳过) - # 文案由 _sync_motion_text 按状态装配(构造串仅占位——_sync 启动即覆盖) - _motion_btn = UiKit.button("结算演出动画") - _motion_btn.toggle_mode = true + # 结算演出动画(=减动效实称——语义命名批 T17;拨杆 on=完整,off=快速时长减半) + var motion_row := HBoxContainer.new() + motion_row.add_theme_constant_override("separation", 14) + box.add_child(motion_row) + motion_row.add_child(UiKit.label("结算演出动画", 15, false, UiKit.INK_LABEL)) + _motion_btn = UiKit.switch_toggle(true) _motion_btn.toggled.connect(_on_motion_toggled) - box.add_child(_motion_btn) + motion_row.add_child(_motion_btn) + _motion_st = UiKit.label("完整", 14, true, UiKit.INK_LABEL) + motion_row.add_child(_motion_st) + var why := UiKit.label("快速 = 时长减半(运动敏感 / 演示用)", 12, false, Color8(110, 69, 52)) + why.position.y = 0 + box.add_child(why) box.add_child(HSeparator.new()) # 退出游戏已提级开始菜单(D1——设置面不再承载,用户裁决「退出只在一级菜单出现」) + var close_row := HBoxContainer.new() + close_row.alignment = BoxContainer.ALIGNMENT_CENTER + box.add_child(close_row) var close_btn := UiKit.button("返回") close_btn.pressed.connect(_emit_closed) - box.add_child(close_btn) + close_row.add_child(close_btn) func _sync() -> void: _volume.set_value_no_signal(roundf(_store.volume_linear * 100.0)) _volume_val.text = "%d%%" % roundi(_store.volume_linear * 100.0) _fs_btn.set_pressed_no_signal(_store.fullscreen) - _fs_btn.text = "全屏:%s" % ("开" if _store.fullscreen else "关") - _motion_btn.set_pressed_no_signal(_store.reduced_motion) + _fs_st.text = "开" if _store.fullscreen else "关" + _motion_btn.set_pressed_no_signal(not _store.reduced_motion) # 拨杆 on=完整 _sync_motion_text() # T17 修复:文案随状态即时刷新(旧 bug=切换后文案恒「开」,玩家无法得知当前态)+语义命名 # (「减动效」玩家读不懂——实称「结算演出动画」速度档)+操作提示内联(所见即所得)。 func _sync_motion_text() -> void: - if _store.reduced_motion: - _motion_btn.text = "结算演出动画:快速(时长减半——运动敏感/演示用)· 点击改回完整" - else: - _motion_btn.text = "结算演出动画:完整 · 点击改为快速(时长减半——运动敏感/演示用)" + _motion_st.text = "快速" if _store.reduced_motion else "完整" func _on_volume_changed(v: float) -> void: @@ -106,7 +124,7 @@ func _on_fullscreen_toggled(on: bool) -> void: func _on_motion_toggled(on: bool) -> void: - _store.reduced_motion = on + _store.reduced_motion = not on # M4 拨杆语义翻转:on=完整(off=快速) _store.apply() _store.save_settings() _sync_motion_text() # T17 修复:切换即时刷新文案(旧版漏刷新=状态文字恒「开」) diff --git a/game/smoke/ui_click_probe.gd b/game/smoke/ui_click_probe.gd index 356056d3..5a4890b5 100644 --- a/game/smoke/ui_click_probe.gd +++ b/game/smoke/ui_click_probe.gd @@ -101,13 +101,13 @@ func _ready() -> void: if not main.settings_overlay.visible or main._start_overlay.visible: _problems.append("设置面未打开(点击路径)") else: - # 减动效转正双态(卡④ AC③):开=0.5 引擎态即时生效+落盘持久;关=1.0 回常态 - # T17 随批:按钮语义化改文案「结算演出动画:完整/快速」(状态值内联+操作提示) - var motion_btn: Button = ProbeUiUtil.find_button(main.settings_overlay, "结算演出动画", "contains") + # 减动效转正双态(卡④ AC③)——M4 适配:拨杆开关(_motion_btn)语义翻转 on=完整/off=快速, + # 状态字随行 _motion_st;查找由文字改成员引用(拨杆无文字) + var motion_btn: Button = main.settings_overlay._motion_btn if motion_btn == null: _problems.append("设置面减动效开关缺失") else: - motion_btn.button_pressed = true + motion_btn.button_pressed = false # off=快速(减动效开) await get_tree().process_frame if UiKit.motion_scale != 0.5: _problems.append("减动效开未生效(motion_scale != 0.5)") @@ -115,7 +115,7 @@ func _ready() -> void: chk.load_settings() if not chk.reduced_motion: _problems.append("减动效开未持久化(设置独立存储失守——卡④ AC⑤)") - motion_btn.button_pressed = false + motion_btn.button_pressed = true # on=完整回常态 await get_tree().process_frame if UiKit.motion_scale != 1.0: _problems.append("减动效关未恢复(motion_scale != 1.0)")