refactor(ui): C 区精简批——信息归属拍板代码实装(2026-09-26):①C 区面板=攻击+护甲AC 数据框+魔法道具槽(预留 4 空槽)+本关强化列表(预留空态隐藏)——HP 条/立绘占位/状态槽/RAP/GP/钥石退役;②状态效果唯一展示面=B 区站桩(compact 档 StatusSlotRow 整体迁入——16px 图标+层数角标+悬停 tooltip 义务随迁,BUG-0001 回归组件同源;清空反馈逐槽化光+微文案随迁站桩);③RAP 读数迁 D 区 AP 条贴弃图刷新消费口(点阵+数字+清零脉冲微文案+拒绝脉冲载体随迁);④hud_presenter 单投喂改造(B/C 双投喂重复展示退役)+钱包投喂退役(GP/钥石迁出战斗屏,去向=关卡画面/结算/营地归对应 UX 批);冒烟 557/0+五探针全绿

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DKChan committed 2026-09-26 01:26:26 +08:00
1 parent d6eee49945
commit effb98e57d
9 files changed
+203 -224

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+1 -1
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@@ -220,7 +220,7 @@ func _run_modal_probes_once() -> void:
_problems.append("明细回看关闭后未恢复")
# ③ tooltip(状态效果槽悬停——来源+语义+剩余):有槽可见时触发
if not _tested_tooltip:
var row = main.info_panel.slot_row
var row = main.stage.hero_standee.slot_row # 状态 tooltip 载体 2026-09-26 迁 B 区站桩
for child in row.get_children():
if child is PanelContainer and child.visible and child.has_meta("eff"):
_tested_tooltip = true
+8 -6
View File
@@ -85,8 +85,8 @@ func _ready() -> void:
problems.append("棋盘格未生成(cells=0)")
if main.board_view.board() == null:
problems.append("board 未装载")
if main.info_panel.hp_text().begins_with("HP —") or main.info_panel.hp_text().contains("—"):
problems.append("C 区血量未显示(%s)" % main.info_panel.hp_text())
if main.info_panel.attack_text().contains("—") or main.info_panel.armor_text().contains("—"):
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.info_panel.attack_text(), main.info_panel.armor_text()])
if main.settlement == null or main.settlement.battle_result != "":
problems.append("首战未处于进行中")
if not main.log_view.parsed_text().contains("节点 1/"):
@@ -102,8 +102,10 @@ func _ready() -> void:
problems.append("D 区弃图刷新按钮文案缺失")
if main.board_zone.toast == null:
problems.append("D 区 toast 槽缺失")
if main.info_panel.slot_row == null:
problems.append("C 区状态效果槽缺失")
if main.info_panel.item_slots == null or main.info_panel.item_slots.get_child_count() != 4:
problems.append("C 区魔法道具槽(预留)缺失")
if main.stage.hero_standee.slot_row == null:
problems.append("B 区站桩状态行缺失(状态效果唯一展示面——2026-09-26 C 区精简批)")
if main.log_view.mode() != "dig" or main.log_view.custom_minimum_size.y != 24.0:
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.log_view.mode(), str(main.log_view.custom_minimum_size.y)])
# E 区道具面板已随可选类删除下线(格面资源批 2026-09-15)——四区构建由其余断言覆盖
@@ -124,7 +126,7 @@ func _ready() -> void:
if main.stage.hero_standee == null or main.stage.hero_standee._hp_bar == null:
problems.append("B 区主角站桩缺失")
# ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)----
var slots_row = main.info_panel.slot_row
var slots_row = main.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源)
var probe_eff: Array = [{"effect_id": "attack_up", "display_name": "增伤", "layers": 1,
"remaining_settlements": 1, "source_class": "safe_cell", "round_index": 1, "effective_value": 50}]
slots_row.set_effects(probe_eff)
@@ -195,7 +197,7 @@ func _ready() -> void:
if problems.is_empty():
print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [
main.board_view._cells.size(), main.board_view.board().width, main.board_view.board().height,
main.info_panel.hp_text(),
main.info_panel.attack_text(),
main.stage.enemy_box.get_child_count(), main.ap_bar._dots.get_child_count()])
get_tree().quit(0)
else: