From d832a31d9f3d4ea94b321fdd0c94615c6fb3fec8 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Sat, 26 Sep 2026 00:54:11 +0800 Subject: [PATCH] =?UTF-8?q?docs(ux):=20=E8=90=BD=E6=A1=A3=E5=B9=B6?= =?UTF-8?q?=E8=A1=8C=E4=BC=9A=E8=AF=9D=E9=81=97=E7=95=99=E4=B8=A4=E6=9D=A1?= =?UTF-8?q?=E6=B3=A8=E8=AE=B0=EF=BC=882026-09-25=20=E5=86=85=E5=AE=B9?= =?UTF-8?q?=EF=BC=8C=E4=BC=9A=E8=AF=9D=E5=B7=B2=E7=BB=93=E6=9D=9F=E6=9C=AA?= =?UTF-8?q?=E6=8F=90=E4=BA=A4=EF=BC=8C=E7=94=A8=E6=88=B7=E6=8E=88=E6=9D=83?= =?UTF-8?q?=E4=BB=A3=E4=B8=BA=E6=94=B6=E5=8F=A3=EF=BC=89=EF=BC=9A=E2=91=A0?= =?UTF-8?q?=E5=B0=81=E5=8D=B0=E5=91=88=E7=8E=B0=E5=90=8D=E6=B3=A8=E8=AE=B0?= =?UTF-8?q?=EF=BC=88=E6=97=97=3D=E5=B0=81=E5=8D=B0=E5=8D=B0=E8=AE=B0?= =?UTF-8?q?=EF=BC=8Cregistry=20terminology/art-bible=20=C2=A73.2=EF=BC=89?= =?UTF-8?q?=EF=BC=9B=E2=91=A1=E5=8F=AF=E6=8C=96=E5=9F=9F=E5=BE=AE=E5=85=89?= =?UTF-8?q?=E7=94=BB=E6=B3=95=E5=AE=9A=E7=A8=BF=E6=B3=A8=E8=AE=B0=EF=BC=88?= =?UTF-8?q?=E6=8E=A5=E8=A7=A6=E5=B8=A6=C2=B7=E7=A9=BA=E9=97=B4=E4=BE=A7+?= =?UTF-8?q?=E8=93=9D=E6=97=8F=EF=BC=8C=E8=AF=A6=E8=A7=81=20art-bible=20?= =?UTF-8?q?=C2=A73.2=EF=BC=89=E2=80=94=E2=80=94=E4=BB=85=E4=B8=BA=E8=A7=A3?= =?UTF-8?q?=E6=8C=A1=20battle-info-ruling2=20=E5=90=88=E5=B9=B6=EF=BC=8C?= =?UTF-8?q?=E5=86=85=E5=AE=B9=E9=9B=B6=E6=94=B9=E5=86=99?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- design/ux/battle.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/design/ux/battle.md b/design/ux/battle.md index 28c90ed1..6a4e9b66 100644 --- a/design/ux/battle.md +++ b/design/ux/battle.md @@ -123,6 +123,10 @@ > 布局为 B/C/D 三区——关卡进度条不在战斗屏(节点链进度常驻关卡画面,见 Navigation Position;字母不重编沿用 B/C/D)。 +> 呈现术语注记(2026-09-25):插旗动作的玩家可见呈现名 = **封印**(registry terminology;旗 = 封印印记,art-bible §3.2)——机制与键名不变;封印特效未实装,现行占位 = 旗朱「旗」字形(board_view 程序化占位,贴图在位=字形退役)。 + +> 可挖域微光画法定稿(2026-09-25 用户拍板):**接触带·空间侧 + 蓝族**——光画英雄格周界接触面(正交邻墙=整边,斜向邻墙=角点+两半边),详见 art-bible §3.2;现行墙格整框绿相呼吸为待退役占位,实现切换归表现批(探针断言随批)。 + **布局决策 1(本 spec 最大决策,用户拍板)**:**常驻双舞台分屏**——战斗画面与扫雷图同屏常驻,挖掘期敌人待机可见,结算期不切场景。 - 备选(已否决):Peglin 式"结算时才切入独立战斗场景"——切换打断推理心流,且资产管线成本翻倍 - **对战斗表现双舞台陷阱的输入**:game-concept 登记的"战斗发生在棋盘上还是独立场景"悬念,由本布局裁决为**第三形态:同屏双舞台**。战斗表现定稿前的"战斗表现美术测试"(一屏样张)应按此布局出样