diff --git a/game/presentation/ui_assembler.gd b/game/presentation/ui_assembler.gd index 7b078c95..cc9a81e8 100644 --- a/game/presentation/ui_assembler.gd +++ b/game/presentation/ui_assembler.gd @@ -118,13 +118,15 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary: title.add_theme_color_override("font_color", UiKit.WARM) box.add_child(title) var sub := UiKit.label("战斗屏战斗屏改造批 —— 扫雷的因,逐行兑现的果", 16, false) - sub.add_theme_color_override("font_color", UiKit.WARM_SOFT) + sub.add_theme_color_override("font_color", UiKit.WARM) # 对比度修复(v3.5 批 B3——WARM_SOFT 对深石底实测 3.54:1→暖白 ≥6:1) box.add_child(sub) box.add_child(HSeparator.new()) var seed_row := HBoxContainer.new() box.add_child(seed_row) - seed_row.add_child(UiKit.label("随机种子:", 15, false)) + var seed_label := UiKit.label("随机种子:", 16, false) # 字号下限(v3.5 批 B3——正文 ≥16)+暗底显式暖白 + seed_label.add_theme_color_override("font_color", UiKit.WARM) + seed_row.add_child(seed_label) var seed_edit := LineEdit.new() seed_edit.text = "42" seed_edit.custom_minimum_size = Vector2(120, 0) @@ -151,8 +153,9 @@ static func build_start_overlay(host: Control, db = null) -> Dictionary: # 玩法帮助文案(表值驱动——2026-09-16 AP 压速批遗留硬编码 8 随手修正;护甲等级掷点批同步"减伤"→"护甲强化") var help_text := "玩法:每轮 %d AP——挖开(1AP)/插旗(1AP)/移动(免费)/连锁(免费)。\n每个非封锁格都藏一种格面资源(增伤/护甲强化/回血/爆裂/削弱)。开安全格、标中雷 = 正向兑付;\n开雷格、标错安全格 = 负向兑付——全部在轮末结算逐行兑现;吃掷点的基础攻击按护甲等级判定,无 miss、最低保底 1 点。\n停手:剩余 AP 转存 RAP;弃图刷新:RAP−%d 当场换图继续挖(每轮剩 %d 次)。\n敌人全灭胜、主角倒下负。悬停可看三态光标与可挖域微光。" % [ int(db.action_economy.ap_per_round), int(db.action_economy.rap_refresh_cost), int(db.action_economy.refresh_cap_per_round)] - var help := UiKit.label(help_text, 13, false) - help.add_theme_color_override("font_color", UiKit.WARM_FAINT) + var help := UiKit.label(help_text, 16, false) # 字号下限(v3.5 批 B3——正文 ≥16) + # 对比度修复(v3.5 批 B3——WARM_FAINT 对深石底实测 2.58:1→暖白 ≥6:1;暗底双色墨制) + help.add_theme_color_override("font_color", UiKit.WARM) box.add_child(help) return {"overlay": overlay, "box": box, "seed_edit": seed_edit, diff --git a/game/presentation/views/battle_log_view.gd b/game/presentation/views/battle_log_view.gd index a76184e2..8fcbf463 100644 --- a/game/presentation/views/battle_log_view.gd +++ b/game/presentation/views/battle_log_view.gd @@ -40,12 +40,15 @@ func _init(db_ref) -> void: add_child(vb) var head := HBoxContainer.new() vb.add_child(head) - _summary = UiKit.label("", 14, false) + _summary = UiKit.label("", 16, false) + # 对比度修复(v3.5 批 B3 2026-09-30——明细条灰字对深灰底实测 2.63:1):暗底双色墨制=暖白族 + _summary.add_theme_color_override("font_color", UiKit.WARM) _summary.custom_minimum_size = Vector2(0, BAND_H_DIG - 4) _summary.clip_text = true _summary.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS head.add_child(_summary) _hint = UiKit.label("结算明细 ▸ 点击展开回看", 14, false) + _hint.add_theme_color_override("font_color", UiKit.WARM) # 辅助提示(≥14 辅助档)随上暖白 _hint.size_flags_horizontal = Control.SIZE_SHRINK_END head.add_child(_hint) _log = RichTextLabel.new() diff --git a/game/presentation/views/hero_info_panel_view.gd b/game/presentation/views/hero_info_panel_view.gd index b25159ce..35e6bb99 100644 --- a/game/presentation/views/hero_info_panel_view.gd +++ b/game/presentation/views/hero_info_panel_view.gd @@ -49,7 +49,7 @@ func _init() -> void: # 魔法道具槽(预留):随身战斗用道具的唯一展示面——空槽占位承诺格子在此, # 不预设交互(挖掘期指向交互归 E 区既有裁决);终稿样式/槽位数归魔法道具批 - col.add_child(UiKit.label("魔法道具", 15, true)) + col.add_child(UiKit.label("魔法道具", 16, true)) item_slots = HBoxContainer.new() item_slots.add_theme_constant_override("separation", 10) col.add_child(item_slots) @@ -72,7 +72,7 @@ func _init() -> void: _bonus_section.add_theme_constant_override("separation", 4) _bonus_section.visible = false col.add_child(_bonus_section) - _bonus_section.add_child(UiKit.label("本关强化", 14, true)) + _bonus_section.add_child(UiKit.label("本关强化", 16, true)) _bonus_list = VBoxContainer.new() _bonus_list.add_theme_constant_override("separation", 2) _bonus_section.add_child(_bonus_list) @@ -94,7 +94,7 @@ func set_level_bonuses(lines: Array) -> void: _bonus_list.remove_child(c) c.queue_free() for line in lines: - var l := UiKit.label(String(line), 13, false) + var l := UiKit.label(String(line), 16, false) # 字号下限(v3.5 批 B3——正文 ≥16) l.add_theme_color_override("font_color", COL_INK) _bonus_list.add_child(l) _bonus_section.visible = not lines.is_empty() @@ -116,6 +116,9 @@ func armor_text() -> String: func _data_line() -> Label: var l := UiKit.label("", 16, false) + # 对比度修复(v3.5 批 B3 2026-09-30——非粗体 label 默认浅灰对米色数据框仅 1.31:1, + # 实测=ui-redesign 对比报告 §一):显式主墨(对 PANEL_DATA ≈10:1) + l.add_theme_color_override("font_color", UiKit.INK) l.clip_text = true l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS return l