From b07d11fc18b1886e3b919d785e5aa87c107f6dde Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Mon, 28 Sep 2026 03:23:16 +0800 Subject: [PATCH] =?UTF-8?q?feat(ux):=20T4=20=E5=85=B3=E5=8D=A1=E7=94=BB?= =?UTF-8?q?=E9=9D=A2=E5=AE=9E=E8=A3=85=E2=80=94=E2=80=94level-map=20?= =?UTF-8?q?=E4=B8=89=E6=8B=8D=E6=9D=BF=E8=90=BD=E5=9C=B0+=E5=81=9C?= =?UTF-8?q?=E7=82=B9=E6=A0=87=E9=A2=98+GP=20=E5=BE=BD=E7=AB=A0+=E5=9B=BE?= =?UTF-8?q?=E4=B8=8A=E5=91=BD=E4=B8=AD=E6=8E=A2=E9=92=88=E6=94=B9=E9=80=A0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 三停点标题定稿(布局决策1):入口='出发——选择首个节点'/单链='继续前进'/岔路='选择下一节点'——台账143「继续前进(战斗房)」措辞矛盾清偿 - 图上点击选路唯一通道(布局决策2):候选按钮整列退役;悬停预承诺=亮金描边加粗4px+通道增亮+指针;命中=布局公式矩形+6px 容差,非候选格不响应 - press_candidate 探针面改造:候选序号→节点中心坐标→同一命中检测→提交(探针走真实命中路径);ui_probe/ui_click_probe 选路段注记同步 - 放弃二次确认(布局决策3):首击转确认态(文案'再点一次确认放弃——不可逆'+危险红脉冲约3秒超时回落/减动效静态),二击提交 abandon_requested;单击不提交=ui_probe 战斗中按下被拒语义保持 - 顶栏:关卡名(level_row.display_name)+GP 常驻徽章(◈+runner.gp,直角细线数据框);底栏状态组(HP 当前/上限+迷你血条/攻击·AC 有效值+加成角标/本关加成三段零加成隐藏)——open_choices 命令式刷新纪律 - 画布字形走 get_theme_default_font(随包字体);旧按钮路径 grep 收净零死引用 - 轻闸:冒烟 557/0+四探针全绿(click_probe 全冒险段经新命中路径含岔路交替) --- game/presentation/main.gd | 2 +- game/presentation/views/route_overlay.gd | 303 +++++++++++++++++++---- game/smoke/ui_click_probe.gd | 4 +- game/smoke/ui_probe.gd | 2 +- 4 files changed, 252 insertions(+), 59 deletions(-) diff --git a/game/presentation/main.gd b/game/presentation/main.gd index 02868d82..6a307b46 100644 --- a/game/presentation/main.gd +++ b/game/presentation/main.gd @@ -561,7 +561,7 @@ func _on_node_continue() -> void: func _on_choices_presented(candidates: Array) -> void: - # 零自动推进的停点呈现:整幅节点图 + 候选按钮(战斗胜利/兑付确认统一到达此处) + # 零自动推进的停点呈现:整幅节点图 + 图上点击选路(候选按钮退役 2026-09-28——战斗胜利/兑付确认统一到达此处) if runner == null: return log_view.append_bb(Narrator.route_line(candidates, runner)) diff --git a/game/presentation/views/route_overlay.gd b/game/presentation/views/route_overlay.gd index 034f7494..920d6158 100644 --- a/game/presentation/views/route_overlay.gd +++ b/game/presentation/views/route_overlay.gd @@ -1,13 +1,19 @@ # VERTICAL SLICE - NOT FOR PRODUCTION # Date: 2026-09-17(分支节点图批——关卡节点地图 v1.0 图版选路呈现) -# 节点图选路覆盖层(模态):兑付确认后由组合根打开——整幅节点图(方块地牢观感:节点 = 地牢房间 -# 方块、连线 = 通道)+ 当前位置高亮 + 可选下一跳亮边 + 候选按钮。零自动推进的玩家停点语义: -# 唯一前进通道 = 点候选按钮 → route_chosen(node_id) → 组合根转 runner.pick_next_node。 -# 高内聚边界:只读 runner 成文出口(nodes()/visited_ids()/node_index/next_candidate_ids())做渲染, -# 无任何写面;图形为程序化占位质量(占位纪律)。 -# 放弃入口(2026-09-21 用户拍板「放弃接口也要有」——台账 119;推翻 冒险结构.md「MVP 无界面入口」 -# 后置条款):选路停点 = 天然非战斗期(接口契约:战斗中放弃一律拒绝),按钮常驻本层底部; -# 可见性归组合根(只在冒险模式开——放弃的语义对象是"整局冒险";调试两层无节点图天然不可达)。 +# 2026-09-28 关卡画面实装批(M-1 迭代 1 T4——level-map.md 三拍板落地): +# ① 三停点标题定稿(布局决策 1——清偿台账 143:「继续前进(战斗房)」入口措辞矛盾退役) +# ② 图上点击选路唯一通道(布局决策 2)——候选按钮整列退役;候选节点亮金描边 = 可点目标, +# 悬停预承诺(描边加粗+指针)后点击提交;press_candidate 探针入口改走图上命中同路径 +# ③ 放弃冒险二次确认(布局决策 3)——首击转确认态(文案+危险红脉冲约 3 秒超时回落),二击提交 +# ④ 顶栏语境:关卡名(level_row.display_name)+ GP 常驻徽章(2026-09-26 二轮拍板去向落地面) +# ⑤ 底部状态栏(布局决策 4):生命/属性/本关加成三组常读(零加成隐藏),放弃按钮右端异位 +# 节点图选路覆盖层(模态):兑付确认后由组合根打开。零自动推进的玩家停点语义:唯一前进通道 = +# 图上点候选节点 → route_chosen(node_id) → 组合根转 runner.pick_next_node。 +# 高内聚边界:只读 runner 成文出口(nodes()/visited_ids()/node_index/next_candidate_ids()/level_row/ +# hero_hp/gp/effective_*/bonus)做渲染,无任何写面;图形为程序化占位质量(占位纪律)。 +# 放弃入口(2026-09-21 用户拍板「放弃接口也要有」——台账 119):选路停点 = 天然非战斗期(接口契约: +# 战斗中放弃一律拒绝),按钮常驻底栏右端;可见性归组合根(只在冒险模式开——放弃的语义对象是 +# "整局冒险";调试两层无节点图天然不可达)。 class_name RouteOverlay extends Control @@ -20,12 +26,30 @@ const COL_ROOM_FUTURE := UiKit.DARK_UPCOMING # 未达——暗 const COL_PASSAGE := UiKit.STONE # 通道——石灰 const COL_PASSAGE_LIT := UiKit.GOLD_LIT # 候选通道——亮金 const COL_BOSS_BORDER := UiKit.BOSS_PURPLE # Boss 边框——紫赤(色相独占本色;旗朱退役 2026-09-26) +const COL_ABANDON := UiKit.RED_MINE # 破坏性动作红(危险红族) const NODE_LABELS := {"battle": "战", "reward": "赏", "rest": "疗", "boss": "王", "shop": "商"} # 商 = GP+商店房实施批 2026-09-21 +const TITLE_ENTRY := "出发——选择首个节点" # 入口停点(布局决策 1——台账 143 遗留清偿) +const TITLE_SINGLE := "继续前进" # 单链停点 +const TITLE_FORK := "选择下一节点" # 岔路停点 +const NODE_HALF := Vector2(26, 18) # 节点方块半宽高(52×36 占位画布参数——样张批终稿) +const HIT_PAD := 6.0 # 图上命中外扩(指宽容差) +const CONFIRM_WINDOW_S := 3.0 # 放弃确认态窗口(秒——超时回落) var _runner = null -var _btn_box: VBoxContainer var _title: Label +var _canvas: Control +var _level_label: Label +var _gp_value: Label +var _hp_value: Label +var _hp_bar: Control +var _attr_value: Label +var _bonus_row: HBoxContainer +var _bonus_value: Label +var _cand_ids: Array = [] # 本停点候选 id 集(图上命中合法集) +var _hover_id := -1 # 悬停预承诺候选(-1 = 无) var abandon_btn: Button # 放弃入口(可见性归组合根 set_abandon_available——只在冒险模式开) +var _abandon_armed := false # 二次确认态(首击置位、二击提交、超时/重开回落) +var _confirm_left := 0.0 # 确认态剩余秒数(_process 倒计时+脉冲驱动) func _init() -> void: @@ -39,77 +63,244 @@ func _init() -> void: var box := VBoxContainer.new() box.add_theme_constant_override("separation", 10) center.add_child(box) - _title = UiKit.label("选择下一跳", 18, true) + # 顶栏语境(spec Layout:左关卡名 / 右 GP 常驻徽章——直角细线数据框) + var top := HBoxContainer.new() + top.add_theme_constant_override("separation", 12) + box.add_child(top) + _level_label = UiKit.label("", 16, true) + _level_label.add_theme_color_override("font_color", UiKit.WARM) + _level_label.custom_minimum_size.x = 420 + top.add_child(_level_label) + var gp_box := PanelContainer.new() + gp_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) + 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("", 16, true) + _gp_value.add_theme_color_override("font_color", UiKit.GOLD) + gp_row.add_child(_gp_value) + _title = UiKit.label(TITLE_FORK, 18, true) _title.add_theme_color_override("font_color", UiKit.WARM) _title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_title) - var canvas := Control.new() - canvas.custom_minimum_size = Vector2(620, 240) - canvas.draw.connect(_draw_graph.bind(canvas)) - box.add_child(canvas) - _btn_box = VBoxContainer.new() - _btn_box.add_theme_constant_override("separation", 6) - box.add_child(_btn_box) - abandon_btn = UiKit.button("🏳 放弃冒险(同失败结算——已获大奖励保留)") - abandon_btn.add_theme_color_override("font_color", UiKit.RED_MINE) # 破坏性动作红(危险红族) - abandon_btn.pressed.connect(_emit_abandon) + # 节点图画布(图上点击 = 唯一提交通道——布局决策 2;mouse_filter STOP 接悬停/点击) + _canvas = Control.new() + _canvas.custom_minimum_size = Vector2(620, 240) + _canvas.mouse_filter = Control.MOUSE_FILTER_STOP + _canvas.draw.connect(_draw_graph.bind(_canvas)) + _canvas.gui_input.connect(_on_canvas_input) + box.add_child(_canvas) + # 底部状态栏(布局决策 4:生命/属性/本关加成三组 + 放弃按钮右端异位) + var bottom := HBoxContainer.new() + bottom.add_theme_constant_override("separation", 10) + box.add_child(bottom) + bottom.add_child(_status_box("生命", true)) + bottom.add_child(_status_box("属性", false)) + # 本关加成框(零加成隐藏——spec 布局决策 4) + _bonus_row = HBoxContainer.new() + _bonus_row.add_theme_constant_override("separation", 10) + var bonus_box := PanelContainer.new() + bonus_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) + _bonus_row.add_child(bonus_box) + var bonus_inner := VBoxContainer.new() + bonus_box.add_child(bonus_inner) + bonus_inner.add_child(UiKit.label("本关加成", 12, false)) + _bonus_value = UiKit.label("", 15, true) + bonus_inner.add_child(_bonus_value) + bottom.add_child(_bonus_row) + var spacer := Control.new() + spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL + bottom.add_child(spacer) + abandon_btn = UiKit.button("放弃冒险(同失败结算——已获大奖励保留)") + abandon_btn.add_theme_color_override("font_color", COL_ABANDON) # 破坏性动作红(危险红族) + abandon_btn.pressed.connect(_on_abandon_pressed) abandon_btn.visible = false - box.add_child(abandon_btn) + bottom.add_child(abandon_btn) visible = false +# 状态数据框工厂(直角细线数据框——pattern 5 族;hp_box = 带迷你血条) +func _status_box(caption: String, with_bar: bool) -> PanelContainer: + var panel := PanelContainer.new() + panel.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) + var inner := VBoxContainer.new() + panel.add_child(inner) + inner.add_child(UiKit.label(caption, 12, false)) + if with_bar: + _hp_bar = Control.new() + _hp_bar.custom_minimum_size = Vector2(120, 6) + _hp_bar.draw.connect(_draw_hp_bar.bind(_hp_bar)) + inner.add_child(_hp_bar) + var value := UiKit.label("", 15, true) + inner.add_child(value) + if caption == "生命": + _hp_value = value + else: + _attr_value = value + return panel + + +func _draw_hp_bar(bar: Control) -> void: + # 迷你血条(占位:暗底+金填充——比例 = hero_hp / effective_max_hp) + if _runner == null: + return + var max_hp := maxi(1, _runner.effective_max_hp()) + var ratio := clampf(float(_runner.hero_hp) / float(max_hp), 0.0, 1.0) + var full := Rect2(Vector2.ZERO, bar.size) + bar.draw_rect(full, UiKit.DARK_UPCOMING) + if ratio > 0.0: + bar.draw_rect(Rect2(Vector2.ZERO, Vector2(bar.size.x * ratio, bar.size.y)), UiKit.GOLD) + + # 放弃入口可见性(组合根在冒险启动时开、默认关——语义对象 = 整局冒险) func set_abandon_available(v: bool) -> void: abandon_btn.visible = v -func _emit_abandon() -> void: +# 放弃二次确认(布局决策 3):首击转确认态(文案+危险红脉冲约 3 秒超时回落),二击才提交。 +# 单击不提交——ui_probe 战斗中 pressed.emit() 单击路径保持「未受理」语义(战斗中拒绝归组合根)。 +func _on_abandon_pressed() -> void: + if not _abandon_armed: + _abandon_armed = true + _confirm_left = CONFIRM_WINDOW_S + abandon_btn.text = "再点一次确认放弃——不可逆" + return + _reset_abandon_confirm() abandon_requested.emit() -# 打开选路口(cands = 候选节点引用数组;runner 只读用于整图渲染) +func _reset_abandon_confirm() -> void: + _abandon_armed = false + _confirm_left = 0.0 + abandon_btn.modulate = Color(1, 1, 1, 1) + abandon_btn.text = "放弃冒险(同失败结算——已获大奖励保留)" + + +func _process(delta: float) -> void: + if not _abandon_armed: + return + _confirm_left -= delta + if _confirm_left <= 0.0: + _reset_abandon_confirm() + return + # 危险红边框脉冲(单段呼吸约 1Hz——闪烁基线 ≤3 次/秒内;减动效 = 静态半透不闪) + if UiKit.motion_scale < 1.0: + abandon_btn.modulate = Color(1, 1, 1, 0.75) + else: + var k := 0.5 + 0.5 * sin(_confirm_left * TAU) + abandon_btn.modulate = Color(1, 1, 1, 0.65 + 0.35 * k) + + +# 打开选路口(cands = 候选节点引用数组;runner 只读用于整图渲染与状态栏刷新) func open_choices(cands: Array, runner) -> void: _runner = runner - for child in _btn_box.get_children(): - child.queue_free() - _title.text = "选择下一跳(岔路口)" if cands.size() > 1 else "继续前进" + _hover_id = -1 + _reset_abandon_confirm() + var visited: Array = [] + if runner != null: + visited = runner.visited_ids() + if cands.size() > 1: + _title.text = TITLE_FORK + elif visited.is_empty(): + _title.text = TITLE_ENTRY # 入口停点(尚未走出第一步——台账 143 措辞矛盾清偿) + else: + _title.text = TITLE_SINGLE + _cand_ids = [] for cand in cands: - var nid := _id_of(cand) - var t := String(cand.get("type", "")) - var label := "节点 %d · %s" % [nid, _type_name(t)] if cands.size() > 1 else "继续前进(%s)" % _type_name(t) - var btn := UiKit.button(label) - btn.pressed.connect(_emit_choice.bind(nid)) - _btn_box.add_child(btn) + _cand_ids.append(_id_of(cand)) + _refresh_status() visible = true -# 探针复用:按候选序号点击(真实按钮路径) -func press_candidate(index: int) -> void: - var btns: Array = _btn_box.get_children() - if index >= 0 and index < btns.size(): - btns[index].pressed.emit() +# 状态栏刷新(命令式纪律——组合根打开本屏/兑付确认回执后重查;零推送信号订阅) +func _refresh_status() -> void: + if _runner == null: + return + _level_label.text = String(_runner.level_row.get("display_name", "")) + _gp_value.text = "◈ %d" % int(_runner.gp) + var max_hp: int = _runner.effective_max_hp() + _hp_value.text = "HP %d/%d" % [int(_runner.hero_hp), int(max_hp)] + _hp_bar.queue_redraw() + var atk_bonus := int(_runner.bonus.get("atk", 0)) + var ac_bonus := int(_runner.bonus.get("armor_class", 0)) + var atk_txt := "%d" % _runner.effective_atk() + if atk_bonus > 0: + atk_txt += " +%d" % atk_bonus # 加成角标(ASCII 加号——防像素字体缺 ⁺ 字形出豆腐块) + var ac_txt := "%d" % _runner.effective_ac() + if ac_bonus > 0: + ac_txt += " +%d" % ac_bonus + _attr_value.text = "攻击 %s · 护甲 AC %s" % [atk_txt, ac_txt] + var hp_bonus := int(_runner.bonus.get("max_hp", 0)) + var parts: Array = [] + if atk_bonus > 0: + parts.append("攻 +%d" % atk_bonus) + if hp_bonus > 0: + parts.append("上限 +%d" % hp_bonus) + if ac_bonus > 0: + parts.append("AC +%d" % ac_bonus) + _bonus_value.text = " · ".join(parts) + _bonus_row.visible = not parts.is_empty() -func _emit_choice(nid: int) -> void: +# ---- 图上命中(布局决策 2——唯一提交通道;探针 press_candidate 同路径) ---- + +func _on_canvas_input(ev: InputEvent) -> void: + if _runner == null or not visible: + return + if ev is InputEventMouseMotion: + var nid := _candidate_at(_canvas.get_local_mouse_position()) + if nid != _hover_id: + _hover_id = nid + _canvas.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND if nid >= 0 else Control.CURSOR_ARROW + _canvas.queue_redraw() + elif ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT and ev.pressed: + var nid2 := _candidate_at(_canvas.get_local_mouse_position()) + if nid2 >= 0: + _submit_choice(nid2) + + +# 候选命中:位置 = 布局公式(与 _draw_graph 同源),矩形 = 节点方块 + 外扩容差;非候选格不响应 +func _candidate_at(local_pos: Vector2) -> int: + if _runner == null: + return -1 + var nodes: Array = _runner.nodes() + var pos := _layout(nodes, _canvas) + for nid in _cand_ids: + var node := _node_by_id(nid, nodes) + if node.is_empty(): + continue + var np: Vector2 = pos[node] + var rect := Rect2(np - NODE_HALF - Vector2(HIT_PAD, HIT_PAD), (NODE_HALF + Vector2(HIT_PAD, HIT_PAD)) * 2.0) + if rect.has_point(local_pos): + return nid + return -1 + + +func _submit_choice(nid: int) -> void: visible = false route_chosen.emit(nid) +# 探针复用:按候选序号走图上命中同路径(候选节点中心坐标 → 命中检测 → 提交——布局决策 2 探针面改造) +func press_candidate(index: int) -> void: + if index < 0 or index >= _cand_ids.size() or _runner == null: + return + var nodes: Array = _runner.nodes() + var node := _node_by_id(int(_cand_ids[index]), nodes) + if node.is_empty(): + return + var pos: Vector2 = _layout(nodes, _canvas)[node] + var nid := _candidate_at(pos) # 节点中心必命中自身(命中面含节点方块) + if nid >= 0: + _submit_choice(nid) + + func _id_of(node: Dictionary) -> int: # 编号显示经行进器读面(编号空间解析单一出口——单链 = 下标 / 图 = node_depth) return _runner.node_id_of(node) -func _type_name(t: String) -> String: - match t: - "battle": return "战斗房" - "reward": return "奖励点" - "rest": return "恢复点" - "boss": return "Boss 房" - "shop": return "商店房" - return t - - # ---- 整图自绘(程序化占位——分层布局:层 = 入口 BFS 深度,同层垂直排布)---- func _draw_graph(canvas: Control) -> void: @@ -121,7 +312,7 @@ func _draw_graph(canvas: Control) -> void: # 当前节点 id(单链=下标 / 图=编号)——visited_ids() 已按编号空间解析 var visited: Array = _runner.visited_ids() var cand_ids: Array = _runner.next_candidate_ids() - # 连线(通道)先行画(方块覆盖其上) + # 连线(通道)先行画(方块覆盖其上);悬停预承诺 = 所属通道再增亮(加粗) for node in nodes: var from: Vector2 = pos[node] for tid in _out_ids(node, nodes): @@ -130,8 +321,9 @@ func _draw_graph(canvas: Control) -> void: continue var to: Vector2 = pos[target] var lit: bool = _id_of(node) == current_id and cand_ids.has(tid) + var hovered: bool = lit and _hover_id == tid var col := COL_PASSAGE_LIT if lit else COL_PASSAGE - var width := 3.0 if lit else 1.5 + var width := 4.0 if hovered else (3.0 if lit else 1.5) _draw_passage(canvas, from, to, col, width) # 房间方块 for node in nodes: @@ -143,13 +335,14 @@ func _draw_graph(canvas: Control) -> void: col = COL_ROOM_DONE if nid == current_id: col = COL_ROOM_CURRENT - var rect := Rect2(p - Vector2(26, 18), Vector2(52, 36)) + var rect := Rect2(p - NODE_HALF, NODE_HALF * 2.0) canvas.draw_rect(rect, col) if t == "boss": canvas.draw_rect(rect, COL_BOSS_BORDER, false, 2.0) elif cand_ids.has(nid): - canvas.draw_rect(rect, COL_PASSAGE_LIT, false, 2.0) - var font := ThemeDB.fallback_font + # 悬停预承诺 = 亮金描边加粗(4px),常态候选 = 亮金描边 2px(spec States 悬停预承诺行) + canvas.draw_rect(rect, COL_PASSAGE_LIT, false, 4.0 if _hover_id == nid else 2.0) + var font := get_theme_default_font() var label := String(NODE_LABELS.get(t, "?")) canvas.draw_string(font, p + Vector2(-6, 2), label, HORIZONTAL_ALIGNMENT_LEFT, -1, 16, UiKit.INK_ROUTE) canvas.draw_string(font, p + Vector2(10, 14), str(nid), HORIZONTAL_ALIGNMENT_LEFT, -1, 10, UiKit.WARM_ROUTE_SUB) @@ -216,8 +409,8 @@ func _node_by_id(nid: int, nodes: Array) -> Dictionary: # 通道画法:房间方块边缘到边缘的水平-折线(占位观感——地牢通道) func _draw_passage(canvas: Control, from: Vector2, to: Vector2, col: Color, width: float) -> void: - var a := from + Vector2(26, 0) - var b := to - Vector2(26, 0) + var a := from + Vector2(NODE_HALF.x, 0) + var b := to - Vector2(NODE_HALF.x, 0) if b.x < a.x: return var mid_x := (a.x + b.x) / 2.0 diff --git a/game/smoke/ui_click_probe.gd b/game/smoke/ui_click_probe.gd index aef57215..f3a4d66f 100644 --- a/game/smoke/ui_click_probe.gd +++ b/game/smoke/ui_click_probe.gd @@ -88,7 +88,7 @@ func _ready() -> void: var t1 := Time.get_ticks_msec() main._start_adventure_from_menu() await get_tree().process_frame - # 停点前移批 2026-09-23:关卡开始 = 入口选路停点——真实按钮路径选入口候选进首战 + # 停点前移批 2026-09-23:关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战(候选按钮退役 2026-09-28) #(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装) if main.route_overlay.visible: main.route_overlay.press_candidate(0) @@ -114,7 +114,7 @@ func _ready() -> void: _flags_placed.clear() continue if main.route_overlay.visible: - # 节点图选路口(零自动推进停点)——真实按钮路径交替选候选(岔路使用行为) + # 节点图选路口(零自动推进停点)——图上命中路径交替选候选(岔路使用行为;布局决策 2 改造) main.route_overlay.press_candidate(_route_clicks % 2) _route_clicks += 1 _flags_placed.clear() diff --git a/game/smoke/ui_probe.gd b/game/smoke/ui_probe.gd index 7bb08c04..996f1a3a 100644 --- a/game/smoke/ui_probe.gd +++ b/game/smoke/ui_probe.gd @@ -62,7 +62,7 @@ func _ready() -> void: await get_tree().process_frame await get_tree().process_frame # ---- 入口选路停点(停点前移批 2026-09-23:关卡开始即出节点图——level_started 后、首战前弹选路层; - # 真实按钮路径 pick 入口单候选进首战)---- + # press_candidate 图上命中路径 pick 入口单候选进首战——候选按钮退役 2026-09-28)---- if not main.route_overlay.visible: problems.append("关卡开始未弹入口选路停点(route_overlay 应可见)") elif main.runner == null or not main.runner.awaiting_choice() \