iter16ui T2:N1对比度七处落码(血数HP_BAR_BACK垫牌14.3:1/意图四墨垫PANEL_DATA牌·atk零换墨·buf换HERO_BLUE_DEEP#1E5A96·charge换GOLD_INK#74500B/槽两态STONE_DEEP#554D41+INK_LABEL/RAP显式INK_LABEL零改值)+art-bible §7.4合并豁免条款(P11 caption 12px+血数条带内读数)+新增ui_contrast_probe入probe_gate默认段(11对测点+裸Color8白名单25处/10文件过渡表+preload红线静态扫描)
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@@ -71,7 +71,7 @@ func _init() -> void:
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_rap_dots.add_theme_constant_override("separation", 2)
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_rap_dots.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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row.add_child(_rap_dots)
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_rap_label = UiKit.label("RAP 0", 14, true)
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_rap_label = UiKit.label("RAP 0", 14, true, UiKit.INK_LABEL) # 显式传色(UI 设计对齐批 N1-7——T0 实测对 PANEL_DATA 10.4:1 已合规,显式化仅为确定性加固,值不变)
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_rap_label.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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row.add_child(_rap_label)
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_rap_feedback = UiKit.label("", 11, false, UiKit.STONE_FAINT)
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@@ -209,9 +209,12 @@ func set_treasure_inventory(items: Array, selected_handle: int) -> void:
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glyph.set_anchors_preset(Control.PRESET_FULL_RECT)
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glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE
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if used:
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glyph.add_theme_color_override("font_color", UiKit.STONE_FAINT)
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# 「已用」占位墨=灰石深化(UI 设计对齐批 N1-5 2026-10-06——旧 STONE_FAINT 对 PANEL_DATA 槽牌 2.7:1;
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# STONE_DEEP = 5.6:1;语义分档保持双墨,Q6 乙不新增通道)
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glyph.add_theme_color_override("font_color", UiKit.STONE_DEEP)
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elif not usable:
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glyph.add_theme_color_override("font_color", UiKit.STONE)
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# 「不可用」置灰墨=标签深墨(N1-6——旧 STONE 对槽牌 3.4:1;INK_LABEL = 10.4:1,虚位/失效更强置灰语义)
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glyph.add_theme_color_override("font_color", UiKit.INK_LABEL)
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slot.add_child(glyph)
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var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER
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slot.add_theme_stylebox_override("panel",
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@@ -172,12 +172,12 @@ func set_pending(ptype: String, pid: String) -> void:
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var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——旗朱退役 2026-09-26,预告语义归封印色独占〔现行封印黑〕)
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if ptype == "buff":
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glyph = "✦" # 增益系
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col = UiKit.HERO_BLUE
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col = UiKit.HERO_BLUE_DEEP # 深档墨(N1-4——浅垫牌上 ≥4.5:1;原 HERO_BLUE 亮档对垫牌 2.5:1)
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elif ptype == "debuff":
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glyph = "☠" # 妨害系(新效应词汇批 2026-09-19)
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col = UiKit.DEBUFF_PURPLE
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if pid in CHARGE_SKILL_IDS:
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col = UiKit.GOLD_DEEP # 重击类蓄力档(2026-09-18 用户拍板独立蓄力提示)
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col = UiKit.GOLD_INK # 重击类蓄力档(深金墨 N1——浅垫牌上 ≥4.5:1;原 GOLD_DEEP 2.5:1)
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_intent_glyph = glyph
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_intent_col = col
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_intent_visible = true
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@@ -434,6 +434,9 @@ func _draw() -> void:
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# 数字=目标值即时刷新,条 tween 只管填充宽度;死残位 0/max 照常可读)
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var hp_txt := "%d/%d" % [_hp_cur, int(_hp_max)]
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var hts: Vector2 = f.get_string_size(hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11)
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# 对比度垫牌(UI 设计对齐批 N1-1/N1-2 2026-10-06——白 α.95 直压蓝条 2.67:1 违 §7.2;
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# 中央垫 HP_BAR_BACK 深素牌 = 14.3:1;牌宽=字宽+8〔白名单取 8〕,高=条带全高;§4.1 数字色牌原则)
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draw_rect(Rect2(bar_x + (bar_w - hts.x) * 0.5 - 4.0, 2.0, hts.x + 8.0, 10.0), UiKit.HP_BAR_BACK, true)
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var hbase := Vector2(bar_x + (bar_w - hts.x) * 0.5, 2.0 + 5.0 + 4.0)
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f.draw_string(get_canvas_item(), hbase + Vector2(1, 1), hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(0.10, 0.08, 0.06, 0.85))
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f.draw_string(get_canvas_item(), hbase, hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(1, 1, 1, 0.95))
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@@ -457,6 +460,10 @@ func _draw() -> void:
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var icenter := Vector2(box.x * 0.5, 86.0)
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draw_set_transform(icenter, 0.0, Vector2(_intent_scale, _intent_scale))
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var its := f.get_string_size(_intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15)
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# 对比度垫牌(UI 设计对齐批 N1-3/N1-4 2026-10-06——四色墨直压立绘纹理/暗舞台底 1.5-3.3:1 违 §7.2
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# 「文字禁直压纹理底」;垫 PANEL_DATA 素牌后 atk 5.3/buf 4.8/debuff 4.7/charge 4.9 全 ≥4.5:1;
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# atk/debuff 零换墨、buf 换 HERO_BLUE_DEEP、charge 换 GOLD_INK;随弹入 transform 同步缩放)
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draw_rect(Rect2(-its.x * 0.5 - 4.0, -its.y * 0.75, its.x + 8.0, its.y * 1.1), UiKit.PANEL_DATA, true)
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f.draw_string(get_canvas_item(), Vector2(-its.x * 0.5, its.y * 0.35), _intent_glyph,
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HORIZONTAL_ALIGNMENT_LEFT, -1, 15, _intent_col) # 局部坐标(同上注记——双重偏移修复)
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draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
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@@ -26,6 +26,7 @@ const PANEL_BORDER := Color8(120, 106, 88) # 面板细线框;兼熄灭点
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const GOLD := Color8(240, 168, 40) # 奖励金
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const GOLD_DEEP := Color8(176, 122, 20) # 深金(金框描边/达意金)
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const GOLD_INK := Color8(116, 80, 11) # 深金墨(意图蓄力徽标墨——PANEL_DATA 垫牌上 4.9:1,UI 设计对齐批 N1 2026-10-06)
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const GOLD_LIT := Color8(230, 190, 90) # 亮金(候选高亮)
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const GOLD_DIM := Color8(140, 116, 60) # 暗金(已过节点)
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const GOLD_DONE := Color8(104, 86, 44) # 已过节点暗金·关卡画面呈现态(关卡画面样张 v1 冻结新值 #68562C——旧 GOLD_DIM #8C743C 对双色墨均 <4.5:1 对比硬指标逼守;GOLD_DIM 他用不动)
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@@ -39,6 +40,7 @@ const RED_FORBID := Color8(120, 60, 50) # 禁止框朱
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const RED_ALERT := Color8(200, 60, 48) # 报错朱
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const HERO_BLUE := Color8(46, 134, 222) # 小人蓝 #2E86DE(样张 v2 定稿 2026-09-28——圣经 §4.1 候选值冻结;旧 #2E6E8E 收敛期快照退役)
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const HERO_BLUE_DEEP := Color8(30, 90, 150) # 小人蓝同族深档(意图增益徽标墨——PANEL_DATA 垫牌上 4.8:1;命名同 CONTACT_GLOW_DEEP 规则,UI 设计对齐批 N1 2026-10-06)
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const BOSS_PURPLE := Color8(143, 47, 106) # 紫赤(Boss 专属)
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const DEBUFF_PURPLE := Color8(122, 66, 148) # 妨害紫(意图 ☠)
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@@ -50,6 +52,7 @@ const WARM_FAINT := Color8(205, 184, 140) # 暖白弱化(帮助文)#CDB8
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const STONE := Color8(120, 110, 98) # 灰石(通道/箭头/失效)
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const STONE_FAINT := Color8(140, 124, 100) # 灰石弱化(占位提示文)
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const STONE_DEEP := Color8(85, 77, 65) # 灰石深化(「已用」槽位墨——PANEL_DATA 槽牌 5.6:1 / 石皮 5.0:1,UI 设计对齐批 N1 2026-10-06;旧 STONE_FAINT 对亮底双向 <4.5:1)
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const DARK_UPCOMING := Color8(64, 58, 52) # 未达暗字(底/文同值)
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const BRICK := Color8(201, 175, 131) # 棋盘·未开掩尘地砖 #C9AF83
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