暂停层组A:只读覆盖层本体+badge工厂件收编+营地钥石徽迁移(迭代17卡③T1)
- ui_kit.gd 新增 KeystoneBadge 徽章工厂件(Q10 甲裁决收编):钥石徽形制参数化 (烛光黄底 CANDLE+木描边 CAMP_HEADER_BAND+icon_rect 守卫装载缺位纯文本回退+INK_ON_GOLD 深墨字,value_label/set_text 面),消费方=营地覆盖层+暂停层——零新素材零新色值,值全取现行 token - camp_overlay_view.gd 钥石徽本地拼装(原 :79-92 panel_flat+icon_rect+label 三段)迁 UiKit.keystone_badge 工厂调用,形制参数逐项同原装配=观感零变化,消单点重复 - 新增 presentation/views/pause_overlay.gd:局内暂停层·只读——标题区+钥石余额行(badge 工厂件) +属性锻造三行已购等级/道具工坊六行解锁态(文案判据同营地柜台:退役>封存>已解锁>未解锁) /天赋树已购概览(已购节点等级+Fork 激活侧聚合文案,空态句)+「继续」关闭钮(代拍板:紧凑 90 返回钮形制沿用设置面先例);全部经 UiKit 工厂拼装(modal_shell/panel_skinned/label/button/ keystone_badge)零裸色值零自建样式(R1);零 tween 零 AnimationPlayer=零动效直开直关(R5/P4 甲) - main.gd 接线:PauseOverlay 实例化+登记 modal_stack 登记册设置层同档(确认弹窗之前——P2 甲, 登记序=树序=z 序纪律段同步换代)+closed 接 _on_pause_closed(模态栈单口收口)+ _pause_data() 快照投影(R4:实时读 MetaProgression 访问器 keystone_balance/forge_level/ workshop_status/tree_camp_rows/tree_fork_groups,行序复用营地屏同序〔MetaTable.FORGE_ATTRS〕, 快照仅单次开层生命周期、每次开层重建)+_open_pause_layer() 开层口(_open_modal 单口) - 纯呈现零数值改动=零 MC;核心层零改动(meta_progression/save_manager 未触碰) - 轻闸:冒烟 783/0 + ui_struct_probe PASS(基线对拍 T0:783/0 零漂移)
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@@ -117,6 +117,7 @@ var shop_overlay: ShopOverlay # 商店覆盖层(GP+商店房实施
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var camp_overlay: CampOverlay # 营地覆盖层(元进度实现批——主菜单营地入口兑付呈现)
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var settings_store # 系统级设置独立存储(迭代 8 卡④——音量/全屏/减动效)
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var settings_overlay: SettingsOverlay # 设置覆盖层(迭代 8 卡④——最小设置面)
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var pause_overlay: PauseOverlay # 局内暂停层·只读(迭代 17 卡③——钥石余额+营地三柜台进度查看;登记设置层同档)
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var debug_overlay: DebugOverlay # 调试浮窗(迭代 14.5 调试整合批——种子/数值调整/批量模拟/两层调试入口收一)
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var _modals = null # 模态层级状态机(modal_stack.gd——缺陷⑤纪律载体)
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@@ -240,7 +241,7 @@ func _build_ui() -> void:
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logger.ap_per_round = int(db.action_economy.ap_per_round)
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# 模态覆盖层(登记序 = 树序 = z 遮挡序:图例 < 明细回看 < 节点 < 关卡画面 < 三选一 < 终局
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# < 商店 < 营地 < 设置 < 确认弹窗 < 调试浮窗)
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# < 商店 < 营地 < 设置 < 暂停(只读) < 确认弹窗 < 调试浮窗)
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var overlays: Dictionary = UiAssembler.build_overlays(self, db)
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legend_overlay = overlays.legend_overlay
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node_overlay = overlays.node_overlay
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@@ -260,6 +261,11 @@ func _build_ui() -> void:
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settings_overlay = SettingsOverlay.new(settings_store) # 迭代 8 卡④——最小设置面(音量/全屏/减动效)
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add_child(settings_overlay)
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settings_overlay.closed.connect(_on_settings_closed)
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# 局内暂停层·只读(迭代 17 卡③——P2 甲:登记设置层同档带 dim 遮罩,确认弹窗之前;
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# 数据=组合根开层实时读 MetaProgression 访问器喂入(R4),本层零写通路)
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pause_overlay = PauseOverlay.new()
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add_child(pause_overlay)
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pause_overlay.closed.connect(_on_pause_closed)
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# 提升三选一覆盖层(迭代 10——z 序 = 节点层之上、终局层之下;确认后同拍推进)
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curio_overlay = CurioPickOverlay.new()
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add_child(curio_overlay)
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@@ -327,9 +333,10 @@ func _build_ui() -> void:
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debug_overlay.simulate_requested.connect(_on_tune_simulate)
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debug_overlay.debug_levels_requested.connect(_start_debug_levels)
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# 模态登记(缺陷⑤纪律——登记序 = 树序:含 move_child 调位后的关卡画面/三选一终位)
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# 模态登记(缺陷⑤纪律——登记序 = 树序:含 move_child 调位后的关卡画面/三选一终位;
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# 暂停层设置层同档、确认弹窗之前——P2 甲)
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_modals = ModalStack.new()
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for m: Control in [legend_overlay, node_overlay, level_screen, curio_overlay, _end_overlay, shop_overlay, camp_overlay, settings_overlay, confirm_dialog, debug_overlay]:
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for m: Control in [legend_overlay, node_overlay, level_screen, curio_overlay, _end_overlay, shop_overlay, camp_overlay, settings_overlay, pause_overlay, confirm_dialog, debug_overlay]:
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_register_modal(m)
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_tune_sim = TuneSimController.new(db, debug_overlay, int(db.hero.max_hp))
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@@ -924,6 +931,38 @@ func _on_settings_closed() -> void:
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_refresh_resume_button()
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# ---- 局内暂停层·只读(迭代 17 卡③——入口角标在两屏装配段〔组 B〕;开合与数据喂入归组合根)----
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# 暂停层快照投影(R4 数据只读同源:每次开层实时读 MetaProgression 访问器现值拼装——
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# 快照仅服务单次开层生命周期(open_pause 重建各行),跨开层零持有;零写调用)
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func _pause_data() -> Dictionary:
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var forge_rows: Array[Dictionary] = []
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for attr in MetaTable.FORGE_ATTRS:
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var row: Dictionary = db.meta_forge_row(attr)
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forge_rows.append({
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"attr": attr,
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"display_name": String(row.get("display_name", "")),
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"level": meta.forge_level(attr),
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"flat": int(row.get("flat_value", 0)),
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})
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return {
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"balance": meta.keystone_balance(),
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"forge": forge_rows,
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"workshop": meta.workshop_status(),
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"tree": meta.tree_camp_rows(),
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"fork_groups": meta.tree_fork_groups(),
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}
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func _open_pause_layer() -> void:
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_open_modal(pause_overlay) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
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pause_overlay.open_pause(_pause_data())
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func _on_pause_closed() -> void:
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_close_modal(pause_overlay) # 模态栈单口
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# ---- 探针缝保缝(T4/D4 拆件——click/ui_probe 营地段直呼组合根面;实现归 camp_shop_presenter.gd)----
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func _on_camp_closed() -> void:
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@@ -76,20 +76,12 @@ func _init() -> void:
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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top.add_child(spacer)
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var badge := PanelContainer.new()
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# M3(UI 落码批 2026-10-04):钥石徽章烛光黄底+深墨字(demo ②——旧暗底 CAMP_BADGE_PANEL 退役;
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# BADGE_PANEL_COL 常量保留他用不动)
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badge.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.CANDLE, UiKit.CAMP_HEADER_BAND,UiKit.RADIUS_OBJECT, 1, Vector4(14, 8, 14, 8)))
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# M3(UI 落码批):钥石徽章烛光黄底+深墨字(demo ②——旧暗底 CAMP_BADGE_PANEL 退役;
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# BADGE_PANEL_COL 常量保留他用不动)。Q10 甲(2026-10-06):本地拼装迁 UiKit.keystone_badge
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# 工厂调用(badge 单点化——暂停层同款消费);形制参数逐项同原装配,观感零变化
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var badge := UiKit.keystone_badge("钥石 0")
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top.add_child(badge)
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var bal_row := HBoxContainer.new()
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bal_row.add_theme_constant_override("separation", 6)
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badge.add_child(bal_row)
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var keystone_icon := UiKit.icon_rect(UiKit.TEX_ICON_KEYSTONE, 32) # P6 甲②(2026-10-06):64 源 0.5×(原 20=0.3125× 违 §8.2);缺位 null → 纯文本回退
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if keystone_icon != null:
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bal_row.add_child(keystone_icon)
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_balance_label = UiKit.label("钥石 0",UiKit.FS_SUB, true, UiKit.INK_ON_GOLD)
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bal_row.add_child(_balance_label)
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_balance_label = badge.value_label
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# ── 三柜台列(方向稿同构:头带深棕+米色板身)──
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# 三柜等宽分配(2026-10-06 用户实测缺陷修——原定宽 356+行标签按文字全宽算 min,进度行文案
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@@ -0,0 +1,166 @@
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# VERTICAL SLICE - NOT FOR PRODUCTION
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# 局内暂停层·只读(迭代 17 卡③ 暂停层只读入口批 2026-10-06——任务书 v1.1;事实源=06-待办清单
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# 「解锁界面与钥石呈现的交互形态(残余:暂停层只读入口)」)。
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# 裁决落形:P1 丁=入口为战斗屏 HUD / 关卡地图屏常驻角标(入口装配在 ui_assembler/两屏,本类不含入口);
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# P2 甲=登记 modal_stack 设置层同档(确认弹窗之前)带 dim 遮罩;P3 甲=展示钥石余额+三柜台进度
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# (属性锻造三行已购等级 / 道具工坊六件解锁态 / 天赋树已购概览——层内行序与分组复用营地屏同序);
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# P4 甲=进出零动效直开直关(无 tween 无 AnimationPlayer——R5)。
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# 只读契约:R4 数据只读同源——账面快照由组合根 open_pause 喂入(每次开层实时读 MetaProgression
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# 访问器重建,快照仅用单次开层生命周期,跨开层零持有);本类零核心访问、零写通路——唯一信号
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# closed(关闭意图,组合根经模态栈单口收口)。R1 公共件单点:全部构成件经 UiKit 工厂产出
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#(modal_shell/panel_skinned/label/button/keystone_badge),零裸色值零自建样式。
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class_name PauseOverlay
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extends Control
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signal closed
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var _balance_badge: UiKit.KeystoneBadge # 钥石余额徽(badge 工厂件——Q10 甲)
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var _forge_holder: VBoxContainer
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var _workshop_holder: VBoxContainer
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var _tree_label: Label
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func _init() -> void:
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var shell: Dictionary = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(560, 0), 10, true,
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UiKit.panel_skinned(Vector4(20, 16, 20, 16))) # 石板皮(缺位回退数据板——同设置面先例)
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var box: VBoxContainer = shell.box
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var title := UiKit.label("暂停",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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var hint := UiKit.label("查看本局钥石与永久强化进度(只读——购买请回营地)",UiKit.FS_HINT, false, UiKit.INK_HINT)
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hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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box.add_child(hint)
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# 钥石余额行(badge 工厂件——与营地顶栏钥石徽同形制)
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var bal_row := HBoxContainer.new()
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bal_row.alignment = BoxContainer.ALIGNMENT_CENTER
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box.add_child(bal_row)
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_balance_badge = UiKit.keystone_badge("钥石 0")
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bal_row.add_child(_balance_badge)
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box.add_child(HSeparator.new())
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_section_head(box, "属性锻造 · 已购等级")
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_forge_holder = _section_holder(box)
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_section_head(box, "道具工坊 · 解锁态")
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_workshop_holder = _section_holder(box)
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_section_head(box, "天赋树 · 已购概览")
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_tree_label = UiKit.label("",UiKit.FS_HINT, false, UiKit.INK_LABEL)
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_tree_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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box.add_child(_tree_label)
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box.add_child(HSeparator.new())
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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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var close_btn := UiKit.button("继续", 90.0) # 紧凑返回钮(设置面先例形制;文案=代拍板白名单「继续」级措辞)
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close_btn.tooltip_text = "关闭暂停层,继续当前冒险(本层只读,不发生任何购买或修改)"
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close_btn.pressed.connect(_emit_closed)
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close_row.add_child(close_btn)
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visible = false # 显式初始化——不靠树序巧合(缺陷⑤家族纪律)
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# 分组小节头(营地屏分组同构——fs 副标题档深墨)
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func _section_head(box: VBoxContainer, text: String) -> void:
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var head := UiKit.label(text,UiKit.FS_BODY, true, UiKit.INK_LABEL)
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box.add_child(head)
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func _section_holder(box: VBoxContainer) -> VBoxContainer:
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var holder := VBoxContainer.new()
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holder.add_theme_constant_override("separation", 4)
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box.add_child(holder)
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return holder
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# ---- 开层(组合根唯一调用口——快照随开随建,R4 单次开层生命周期口径)----
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func open_pause(data: Dictionary) -> void:
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_balance_badge.set_text("钥石 %d" % int(data.get("balance", 0)))
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_rebuild_forge(data)
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_rebuild_workshop(data)
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_rebuild_tree(data)
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visible = true
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# 属性锻造三行(营地屏同序同文案族——名称+每级 flat / 已购等级;只读零价格零按钮)
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func _rebuild_forge(data: Dictionary) -> void:
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for c in _forge_holder.get_children():
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c.queue_free()
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for row in (data.get("forge", []) as Array):
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var line := HBoxContainer.new()
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line.add_theme_constant_override("separation", 8)
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var name_l := UiKit.label("%s %+d/级" % [String(row.get("display_name", "")), int(row.get("flat", 0))],UiKit.FS_HINT, true, UiKit.INK)
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name_l.custom_minimum_size = Vector2(150, 0)
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name_l.clip_text = true
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name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(name_l)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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line.add_child(spacer)
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var lvl_l := UiKit.label("Lv %d" % int(row.get("level", 0)),UiKit.FS_HINT, true, UiKit.INK_TITLE)
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line.add_child(lvl_l)
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_forge_holder.add_child(line)
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# 道具工坊六行(解锁态文案与营地柜台同口径——退役/封存/已解锁/未解锁;进度=解锁判定量读数)
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func _rebuild_workshop(data: Dictionary) -> void:
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for c in _workshop_holder.get_children():
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c.queue_free()
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for row in (data.get("workshop", []) as Array):
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var line := HBoxContainer.new()
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line.add_theme_constant_override("separation", 8)
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var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
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name_l.custom_minimum_size = Vector2(120, 0)
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name_l.clip_text = true
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name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(name_l)
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var prog_l := UiKit.label("累计通关 %d/%d 次" % [int(row.get("progress", 0)), int(row.get("threshold", 0))],UiKit.FS_HINT, false, UiKit.INK_HINT)
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prog_l.custom_minimum_size = Vector2(150, 0)
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prog_l.clip_text = true
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prog_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(prog_l)
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var st_l := UiKit.label(_workshop_state_text(row),UiKit.FS_HINT, true, UiKit.INK_LABEL)
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st_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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line.add_child(st_l)
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_workshop_holder.add_child(line)
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# 解锁态文案(camp_overlay_view.refresh_camp 同款判据——退役 > 封存 > 已解锁 > 未解锁)
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func _workshop_state_text(row: Dictionary) -> String:
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if bool(row.get("retired", false)):
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return "已退役"
|
||||
if bool(row.get("deferred", false)) and bool(row.get("unlocked", false)):
|
||||
return "已解锁 · 能力封存中"
|
||||
if bool(row.get("unlocked", false)):
|
||||
return "已解锁"
|
||||
return "未解锁"
|
||||
|
||||
|
||||
# 天赋树已购概览(单条聚合文案——已购节点等级 + Fork 组激活侧;零已购=空态句)
|
||||
func _rebuild_tree(data: Dictionary) -> void:
|
||||
var owned: Array[String] = []
|
||||
for row in (data.get("tree", []) as Array):
|
||||
var lvl := int(row.get("level", 0))
|
||||
if lvl > 0:
|
||||
owned.append("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, int(row.get("cap", 1))])
|
||||
for fg in (data.get("fork_groups", []) as Array):
|
||||
var active := String(fg.get("active_side", ""))
|
||||
if active == "":
|
||||
continue
|
||||
var side_name := active
|
||||
for sd in (fg.get("sides", []) as Array):
|
||||
if String(sd.get("side", "")) == active:
|
||||
side_name = String(sd.get("display_name", active))
|
||||
break
|
||||
owned.append("%s·激活 %s" % [String(fg.get("display_name", "")), side_name])
|
||||
if owned.is_empty():
|
||||
_tree_label.text = "尚未购买任何节点(天赋树在营地柜台三)"
|
||||
else:
|
||||
_tree_label.text = "已购 %d 项:%s" % [owned.size(), " · ".join(owned)]
|
||||
|
||||
|
||||
func _emit_closed() -> void:
|
||||
closed.emit()
|
||||
@@ -503,6 +503,34 @@ static func icon_rect(tex_path: String, px: float) -> TextureRect:
|
||||
return tr
|
||||
|
||||
|
||||
# 钥石徽(badge 工厂件——Q10 甲收编 2026-10-06:原营地顶栏钥石徽本地拼装〔camp_overlay_view〕
|
||||
# 参数化收编,消费方 = 营地覆盖层 + 暂停层钥石余额行(迭代 17 卡③)。形制 = 烛光黄底+木色描边
|
||||
# +钥石图标(icon_rect 守卫装载,缺位=纯文本回退)+深墨字;零新素材零新色值——值全取现行 token)
|
||||
class KeystoneBadge:
|
||||
extends PanelContainer
|
||||
var value_label: Label
|
||||
|
||||
func _init(text: String, icon_path: String, icon_px: float) -> void:
|
||||
add_theme_stylebox_override("panel",
|
||||
UiKit.panel_flat(UiKit.CANDLE, UiKit.CAMP_HEADER_BAND, UiKit.RADIUS_OBJECT, 1, Vector4(14, 8, 14, 8)))
|
||||
var row := HBoxContainer.new()
|
||||
row.add_theme_constant_override("separation", 6)
|
||||
add_child(row)
|
||||
if icon_path != "":
|
||||
var ic := UiKit.icon_rect(icon_path, icon_px)
|
||||
if ic != null:
|
||||
row.add_child(ic)
|
||||
value_label = UiKit.label(text, UiKit.FS_SUB, true, UiKit.INK_ON_GOLD)
|
||||
row.add_child(value_label)
|
||||
|
||||
func set_text(t: String) -> void:
|
||||
value_label.text = t
|
||||
|
||||
|
||||
static func keystone_badge(text: String, icon_path := TEX_ICON_KEYSTONE, icon_px := 32.0) -> KeystoneBadge:
|
||||
return KeystoneBadge.new(text, icon_path, icon_px)
|
||||
|
||||
|
||||
# 按钮皮(常态/按压两态+墨字——缺位 = 引擎默认主题,素材批前逐位一致)
|
||||
static func _apply_button_skin(b: Button) -> void:
|
||||
var tex_n := load_tex(TEX_BUTTON_STONE)
|
||||
|
||||
Reference in new issue
Block a user