卡②T1补(呈现层结构收敛批): u4 standee_body——_StandeeState站桩演出状态件(24成员收拢含setter语义_owner回引/hp_value与意图动画tween属性路径随迁)+外部直访冻结4住宿主(box/font/slot_row/has_world_hp_bar)+源码锚承载成员_intent_charge住宿主(theme源锚句行逐字保留)+_draw拆五绘制域(地面/血条/立绘/意图徽标/护甲名行)+死亡碎块与命中火花循环体提函数(_spawn_death_shard/_spawn_hit_spark);类变量29→19在册键计数下降=改善,锚四句逐字在位

This commit is contained in:
DKChan committed 2026-10-28 14:47:47 +08:00
1 parent 98ac923938
commit f878c3c45f
1 file changed
+252 -219
+252 -219
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@@ -2,6 +2,9 @@
## 站桩本体:B 区主角/敌人无框立绘+底座+血条+顺位/意图徽标的世界精灵(Node2D)。
## 站桩形态为定案——禁回卡片式;立绘素材缺位回退字形占位;击杀呈现禁瞬消(灰化塌陷)。
## 无 class_name——经 preload 引用;壳层坐标换算单点在 BattleStageView.world_to_shell()。
## 内部状态件(u4 子域拆件——契约 9 职责语句「站桩演出状态」):单一变化原因=站桩呈现与演出,
## 成员共同表达站桩的行进态/演出计数/资产挂点。外部直访冻结成员(box/font/slot_row/has_world_hp_bar)
## 与源码锚承载成员(_intent_charge——theme 源锚句所在行逐字保留)住宿主。
extends Node2D
const CHARGE_SKILL_IDS := ["heavy"]
@@ -12,50 +15,68 @@ const ARMOR_ICONS := {"light": "◇", "ward": "◆", "heavy": "▣"}
# ≥8px 硬余量 + 字形下探预算 ⇒ 12;取值不属色板,不进 ui_kit)
const STANDEE_FOOT_MARGIN := 12.0
var box := Vector2(150, 176) # 站桩盒尺寸(实际高随壳层 row 布局注入)
var font: Font = null # 世界字体槽位(null = ThemeDB.fallback_font——world.world_font 注入)
var slot_row: StatusSlotRow # 状态效果唯一展示面 = 壳层伴随件(挂 BattleStageView 壳层,本体进世界)
const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值)
const HIT_SPARK_N := 6 # 命中火花数(打击瞬间可读性一拍)
var _kind := "enemy"
var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位)
var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据)
# 主角三态切换:state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理
# (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。
var _hero_tex := {}
enum HeroState { IDLE, RESET, ATTACK, HIT } # 主角三态+复位哨兵(外部 String 契约=register/set 形参零变化)
const _HS_NAME := {HeroState.IDLE: "idle", HeroState.RESET: "reset", HeroState.ATTACK: "attack", HeroState.HIT: "hit"}
const _HS_VALUE := {"idle": HeroState.IDLE, "reset": HeroState.RESET, "attack": HeroState.ATTACK, "hit": HeroState.HIT}
var _hero_state: int = HeroState.IDLE
var _state_revert_tw: Tween
var _order := 1
var _intent_glyph := ""
var _intent_col := Color.WHITE
var _intent_charge := false # 蓄力档(pid ∈ CHARGE_SKILL_IDS——意图三档 ③ 分支判据)
var _intent_visible := false
var _intent_scale := 1.0: # 意图弹入动画参数
set(v):
_intent_scale = v
queue_redraw()
var _glyph_rot := 0.0: # 立绘前倾角(贴图态无此动画)
set(v):
_glyph_rot = v
queue_redraw()
var _display_name := ""
var _enemy_id := ""
var _armor := "light"
var _dead := false
var _hp_max := 1.0
var _hp_cur := 0 # 血量数字显示面(HUD框架 验收「血量数字可读」)
var hp_value := 1.0: # 血条值 0..1(直角递减——tween_property 目标,逐行刷新重启不累积)
set(v):
hp_value = clampf(v, 0.0, 1.0)
queue_redraw()
var _hp_tween: Tween
var _hp_flash_tw: Tween
## 站桩演出状态(全部内部态单点——含 setter 触发宿主重绘语义,_owner 回引保持逐字)
class _StandeeState extends RefCounted:
var _owner: Node2D = null
var _kind := "enemy"
var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位)
var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据)
# 主角三态切换:state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理
# (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。
var _hero_tex := {}
var _hero_state: int = 0
var _state_revert_tw: Tween
var _order := 1
var _intent_glyph := ""
var _intent_col := Color.WHITE
var _intent_visible := false
var _intent_scale := 1.0: # 意图弹入动画参数
set(v):
_intent_scale = v
_owner.queue_redraw()
var _glyph_rot := 0.0: # 立绘前倾角(贴图态无此动画)
set(v):
_glyph_rot = v
_owner.queue_redraw()
var _display_name := ""
var _enemy_id := ""
var _armor := "light"
var _dead := false
var _hp_max := 1.0
var _hp_cur := 0 # 血量数字显示面(HUD框架 验收「血量数字可读」)
var hp_value := 1.0: # 血条值 0..1(直角递减——tween_property 目标,逐行刷新重启不累积)
set(v):
hp_value = clampf(v, 0.0, 1.0)
_owner.queue_redraw()
var _hp_tween: Tween
var _hp_flash_tw: Tween
var _death_shards := 0 # 探针出口计数(碎块节点回收后仍保留读数)
var _hit_sparks := 0 # 探针出口计数(命中火花累计)
var _flash_count := 0 # 探针出口计数(受击闪白触发次数——主角路由断言面)
var st := _StandeeState.new()
var box := Vector2(150, 176) # 站桩盒尺寸(实际高随壳层 row 布局注入;外部直访冻结)
var font: Font = null # 世界字体槽位(null = ThemeDB.fallback_font——world.world_font 注入;外部直访冻结)
var slot_row: StatusSlotRow # 状态效果唯一展示面 = 壳层伴随件(挂 BattleStageView 壳层,本体进世界;外部直访冻结)
var _intent_charge := false # 蓄力档(pid ∈ CHARGE_SKILL_IDS——意图三档 ③ 分支判据;源码锚承载成员住宿主)
# 血条存在性探针出口(世界直角血条常在;外部直访冻结)
var has_world_hp_bar := true
func _init(kind: String = "enemy") -> void:
_kind = kind
st._owner = self
st._hero_state = HeroState.IDLE
st._kind = kind
enum HeroState { IDLE, RESET, ATTACK, HIT } # 主角三态+复位哨兵(外部 String 契约=register/set 形参零变化)
const _HS_NAME := {HeroState.IDLE: "idle", HeroState.RESET: "reset", HeroState.ATTACK: "attack", HeroState.HIT: "hit"}
const _HS_VALUE := {"idle": HeroState.IDLE, "reset": HeroState.RESET, "attack": HeroState.ATTACK, "hit": HeroState.HIT}
func _efont() -> Font:
@@ -63,26 +84,22 @@ func _efont() -> Font:
func display_name() -> String:
return _display_name
return st._display_name
# 敌单位身份出口(d12 站桩解析主键——同名敌按 id 精确匹配;主角站桩恒空串)
func enemy_id() -> String:
return _enemy_id
# 血条存在性探针出口(世界直角血条常在)
var has_world_hp_bar := true
return st._enemy_id
# 意图徽标探针出口
func intent_probe() -> Dictionary:
return {"visible": _intent_visible, "text": _intent_glyph}
return {"visible": st._intent_visible, "text": st._intent_glyph}
# 名字行探针出口
func name_line_probe() -> Dictionary:
return {"name": _display_name, "armor_icon": String(ARMOR_ICONS.get(_armor, "◇"))}
return {"name": st._display_name, "armor_icon": String(ARMOR_ICONS.get(st._armor, "◇"))}
# ---- setter 面(presenter/组合根零改排) ----
@@ -90,35 +107,34 @@ func name_line_probe() -> Dictionary:
# data = 战斗结算 presentation_snapshot enemies[] 投影:{order, display_name, hp, max_hp, enemy_id,
# pending_skill/pending_type/pending_name, effects[](敌方 side 增益——各立绘同值呈现)}
func set_data(d: Dictionary) -> void:
_display_name = String(d.get("display_name", "敌人"))
_enemy_id = String(d.get("enemy_id", ""))
_armor = String(d.get("armor_type", "light"))
_hp_max = float(maxi(1, int(d.get("max_hp", 1))))
st._display_name = String(d.get("display_name", "敌人"))
st._enemy_id = String(d.get("enemy_id", ""))
st._armor = String(d.get("armor_type", "light"))
st._hp_max = float(maxi(1, int(d.get("max_hp", 1))))
_set_hp(int(d.get("hp", 0)))
_set_order(int(d.get("order", 1)))
set_pending(String(d.get("pending_type", "")), String(d.get("pending_skill", "")))
set_effects(d.get("effects", []))
_refresh_portrait_glyph()
if _dead and int(d.get("hp", 0)) > 0:
_revive()
queue_redraw()
if st._dead and int(d.get("hp", 0)) > 0:
_revive()
func set_hero(hp: int, max_hp: int) -> void:
_hp_max = float(maxi(1, max_hp))
st._hp_max = float(maxi(1, max_hp))
_set_hp(hp)
if _dead and hp > 0:
if st._dead and hp > 0:
_revive() # 新战斗开场 HP 回正——主角死亡残位随之复活(敌侧 set_data 同款语义)
# 血条短 tween 递减(直角递减占位);逐行刷新时重启 tween 不累积
func _set_hp(hp: int) -> void:
_hp_cur = clampi(hp, 0, int(_hp_max))
var target := float(_hp_cur) / _hp_max
if _hp_tween != null and _hp_tween.is_valid():
_hp_tween.kill()
_hp_tween = create_tween()
_hp_tween.tween_property(self, "hp_value", target, UiKit.motion(0.15))
st._hp_cur = clampi(hp, 0, int(st._hp_max))
var target := float(st._hp_cur) / st._hp_max
if st._hp_tween != null and st._hp_tween.is_valid():
st._hp_tween.kill()
st._hp_tween = create_tween()
st._hp_tween.tween_property(self, "st.hp_value", target, UiKit.motion(0.15))
# 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位)
@@ -150,21 +166,21 @@ func set_effects_cleared_feedback() -> void:
func _set_order(i: int) -> void:
# 顺位徽标 = 行主序生成序(固定顺位——敌人系统 顺位标记义务)
_order = i
st._order = i
queue_redraw()
# 摇定动作渲染(三档可见性):pending_type = 战斗结算 快照投影(basic/damage/buff/debuff;
# "" = 未摇定/死亡残位)。不显示技能名——类型级图标 + 一次性动作动画。
func set_pending(ptype: String, pid: String) -> void:
if _dead:
if st._dead:
_intent_charge = false
_intent_visible = false
st._intent_visible = false
queue_redraw()
return
if ptype == "" or ptype == "basic":
_intent_charge = false
_intent_visible = false # 普通攻击零表示(完全不可预测——§2.4)
st._intent_visible = false # 普通攻击零表示(完全不可预测——§2.4)
queue_redraw()
return
var glyph := "⚔" # 攻击系(damage)
@@ -178,9 +194,9 @@ func set_pending(ptype: String, pid: String) -> void:
_intent_charge = pid in CHARGE_SKILL_IDS
if _intent_charge:
col = UiKit.GOLD_INK # 重击类蓄力档(深金墨——浅垫牌上 ≥4.5:1)
_intent_glyph = glyph
_intent_col = col
_intent_visible = true
st._intent_glyph = glyph
st._intent_col = col
st._intent_visible = true
_play_intent_motion()
@@ -189,17 +205,17 @@ func set_pending(ptype: String, pid: String) -> void:
# 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。
func _play_intent_motion() -> void:
var tw := create_tween()
tw.tween_property(self, "_intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(self, "_glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(self, "_glyph_rot", 0.0, UiKit.motion(0.14))
tw.tween_property(self, "st._intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(self, "st._glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(self, "st._glyph_rot", 0.0, UiKit.motion(0.14))
if _intent_charge:
tw.tween_property(self, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_property(self, "st._intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_interval(UiKit.motion(0.40)) # 定格微顿
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.18))
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.18))
else:
tw.tween_property(self, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.13))
tw.tween_property(self, "st._intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.13))
# 资产挂点:tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。
@@ -207,45 +223,45 @@ func _play_intent_motion() -> void:
# (圣经 §8.2 禁非整数缩放)——源换代时随源重算。
func set_portrait_texture(tex: Texture2D, flip: bool = false) -> void:
if tex == null:
if _portrait_sprite != null:
_portrait_sprite.visible = false
if st._portrait_sprite != null:
st._portrait_sprite.visible = false
queue_redraw()
return
_portrait_tex = tex
if _portrait_sprite == null:
_portrait_sprite = Sprite2D.new()
_portrait_sprite.centered = false
_portrait_sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST # 像素帧放大防糊
add_child(_portrait_sprite)
_portrait_sprite.texture = tex
_portrait_sprite.flip_h = flip
_portrait_sprite.visible = true
st._portrait_tex = tex
if st._portrait_sprite == null:
st._portrait_sprite = Sprite2D.new()
st._portrait_sprite.centered = false
st._portrait_sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST # 像素帧放大防糊
add_child(st._portrait_sprite)
st._portrait_sprite.texture = tex
st._portrait_sprite.flip_h = flip
st._portrait_sprite.visible = true
_place_portrait()
func _place_portrait() -> void:
# 立绘盒 = (0,44)-(box.x, box.y-36);48 源 ×2 整数档居中
if _portrait_sprite == null or _portrait_tex == null:
if st._portrait_sprite == null or st._portrait_tex == null:
return
var box_h := box.y - 44.0 - 36.0
var w := _portrait_tex.get_width() * 2.0
var h := _portrait_tex.get_height() * 2.0
_portrait_sprite.scale = Vector2(2.0, 2.0) # 整数 2×(C5)
_portrait_sprite.position = Vector2((box.x - w) * 0.5, 44.0 + (box_h - h) * 0.5)
var w := st._portrait_tex.get_width() * 2.0
var h := st._portrait_tex.get_height() * 2.0
st._portrait_sprite.scale = Vector2(2.0, 2.0) # 整数 2×(C5)
st._portrait_sprite.position = Vector2((box.x - w) * 0.5, 44.0 + (box_h - h) * 0.5)
func mark_dead() -> void:
if _dead:
if st._dead:
return
_dead = true
st._dead = true
modulate = Color(0.62, 0.62, 0.62, 0.9)
var tw := create_tween()
tw.tween_property(self, "rotation_degrees", 2.5, UiKit.motion(0.12))
tw.tween_property(self, "rotation_degrees", -1.5, UiKit.motion(0.1))
tw.tween_property(self, "rotation_degrees", 0.0, UiKit.motion(0.08))
_spawn_death_shards() # 碎裂退场(§4.6.4 语义硬规则:灰化+碎裂禁瞬间消失;§8.4 v2 冻结 5 块 0.45s)
_refresh_portrait_glyph()
_intent_visible = false # 死亡残位意图退位
_intent_charge = false
st._intent_visible = false # 死亡残位意图退位
_set_hp(0)
if slot_row != null:
slot_row.visible = false # 状态行随 mark_dead 同拍隐藏
@@ -253,37 +269,36 @@ func mark_dead() -> void:
# ---- 演出密度(程序化 tween,零新帧资产) ----
const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值)
const HIT_SPARK_N := 6 # 命中火花数(打击瞬间可读性一拍)
var _death_shards := 0 # 探针出口计数(碎块节点回收后仍保留读数)
var _hit_sparks := 0 # 探针出口计数(命中火花累计)
var _flash_count := 0 # 探针出口计数(受击闪白触发次数——主角路由断言面)
# 死亡碎块弹飞:立绘盒中心五块碎石抛物线散落(程序化色块——确定性散布,禁全局随机)
func _spawn_death_shards() -> void:
_death_shards = DEATH_SHARD_N
st._death_shards = DEATH_SHARD_N
var center := _portrait_rect().get_center()
for i in DEATH_SHARD_N:
var shard := ColorRect.new()
shard.color = UiKit.STONE if i % 2 == 0 else UiKit.STONE.darkened(0.2)
shard.size = Vector2(7, 5) + Vector2(2, 0) * float(i % 2)
shard.mouse_filter = Control.MOUSE_FILTER_IGNORE
shard.position = center + Vector2(float(i % 3) - 1.0, float(i / 3) - 0.5) * 6.0
shard.rotation = float(i) * 0.7
add_child(shard)
var dir := Vector2((float(i % 3) - 1.0) * 30.0, -36.0 - 6.0 * float(i / 3))
var peak := shard.position + dir
var stw := shard.create_tween()
stw.tween_property(shard, "position", peak, UiKit.motion(0.18)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
stw.tween_property(shard, "position", peak + Vector2(dir.x * 0.4, 52.0), UiKit.motion(0.27)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
stw.parallel().tween_property(shard, "modulate:a", 0.0, UiKit.motion(0.18)).set_delay(UiKit.motion(0.27))
stw.tween_callback(shard.queue_free)
_spawn_death_shard(i, center)
## 单碎块域(循环体提函数——弹道两段+渐隐+回收)
func _spawn_death_shard(i: int, center: Vector2) -> void:
var shard := ColorRect.new()
shard.color = UiKit.STONE if i % 2 == 0 else UiKit.STONE.darkened(0.2)
shard.size = Vector2(7, 5) + Vector2(2, 0) * float(i % 2)
shard.mouse_filter = Control.MOUSE_FILTER_IGNORE
shard.position = center + Vector2(float(i % 3) - 1.0, float(i / 3) - 0.5) * 6.0
shard.rotation = float(i) * 0.7
add_child(shard)
var dir := Vector2((float(i % 3) - 1.0) * 30.0, -36.0 - 6.0 * float(i / 3))
var peak := shard.position + dir
var stw := shard.create_tween()
stw.tween_property(shard, "position", peak, UiKit.motion(0.18)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
stw.tween_property(shard, "position", peak + Vector2(dir.x * 0.4, 52.0), UiKit.motion(0.27)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
stw.parallel().tween_property(shard, "modulate:a", 0.0, UiKit.motion(0.18)).set_delay(UiKit.motion(0.27))
stw.tween_callback(shard.queue_free)
# 演出探针出口(fx_probe——死亡碎裂/命中火花/闪白计数断言面)
func fx_probe() -> Dictionary:
return {"death_shards": _death_shards, "hit_sparks": _hit_sparks, "flash_count": _flash_count}
return {"death_shards": st._death_shards, "hit_sparks": st._hit_sparks, "flash_count": st._flash_count}
# 命中瞬间打击特效:立绘盒中心六枚短火花放射(程序化色块,确定性方向
@@ -292,65 +307,65 @@ func fx_probe() -> Dictionary:
func play_hit_impact() -> void:
var center := _portrait_rect().get_center()
for i in HIT_SPARK_N:
_hit_sparks += 1
var spark := ColorRect.new()
spark.color = UiKit.GOLD_LIT if i % 2 == 0 else UiKit.WARM
spark.size = Vector2(4, 3)
spark.mouse_filter = Control.MOUSE_FILTER_IGNORE
spark.position = center - spark.size * 0.5
add_child(spark)
var ang := TAU * float(i) / float(HIT_SPARK_N)
var dir := Vector2(cos(ang), sin(ang)) * 16.0
var stw := spark.create_tween()
stw.tween_property(spark, "position", spark.position + dir, UiKit.motion(0.12)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
stw.parallel().tween_property(spark, "modulate:a", 0.0, UiKit.motion(0.12))
stw.tween_callback(spark.queue_free)
_spawn_hit_spark(i, center)
## 单火花域(循环体提函数——放射弹道+渐隐+回收)
func _spawn_hit_spark(i: int, center: Vector2) -> void:
st._hit_sparks += 1
var spark := ColorRect.new()
spark.color = UiKit.GOLD_LIT if i % 2 == 0 else UiKit.WARM
spark.size = Vector2(4, 3)
spark.mouse_filter = Control.MOUSE_FILTER_IGNORE
spark.position = center - spark.size * 0.5
add_child(spark)
var ang := TAU * float(i) / float(HIT_SPARK_N)
var dir := Vector2(cos(ang), sin(ang)) * 16.0
var stw := spark.create_tween()
stw.tween_property(spark, "position", spark.position + dir, UiKit.motion(0.12)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
stw.parallel().tween_property(spark, "modulate:a", 0.0, UiKit.motion(0.12))
stw.tween_callback(spark.queue_free)
func is_dead() -> bool:
return _dead
return st._dead
# 受击闪白(结算演出占位——§2.2 受击反馈;强度时长维持现行)
func flash_hit() -> void:
_flash_count += 1
if _hp_flash_tw != null and _hp_flash_tw.is_valid():
_hp_flash_tw.kill()
_hp_flash_tw = create_tween()
_hp_flash_tw.tween_property(self, "modulate", Color(1.6, 1.4, 1.2), UiKit.motion(0.08))
_hp_flash_tw.tween_property(self, "modulate", Color(1, 1, 1) if not _dead else Color(0.62, 0.62, 0.62, 0.9), UiKit.motion(0.2))
st._flash_count += 1
if st._hp_flash_tw != null and st._hp_flash_tw.is_valid():
st._hp_flash_tw.kill()
st._hp_flash_tw = create_tween()
st._hp_flash_tw.tween_property(self, "modulate", Color(1.6, 1.4, 1.2), UiKit.motion(0.08))
st._hp_flash_tw.tween_property(self, "modulate", Color(1, 1, 1) if not st._dead else Color(0.62, 0.62, 0.62, 0.9), UiKit.motion(0.2))
func _revive() -> void:
_dead = false
st._dead = false
modulate = Color(1, 1, 1)
rotation_degrees = 0.0
if _kind == "hero":
_hero_state = HeroState.RESET # 强制回 idle 态(绕过同态早退)
if st._kind == "hero":
st._hero_state = HeroState.RESET # 强制回 idle 态(绕过同态早退)
set_hero_state("idle")
_refresh_portrait_glyph()
if slot_row != null:
slot_row.visible = true
queue_redraw()
func _refresh_portrait_glyph() -> void:
queue_redraw()
func _portrait_glyph() -> String:
# 字形回退仅作缺位兜底(八敌真图落位;相对体量语义由 48px 档统一比例承载)。
# 缺位态:主角「人」/死亡「✕」/其余「敌」。
if _kind == "hero":
if st._kind == "hero":
return "人"
if _dead:
if st._dead:
return "✕"
return "敌"
# 立绘落位探针出口(站桩纹理非空断言面;缺位回退链保持的对照面)
func portrait_probe() -> Dictionary:
return {"has_tex": _portrait_sprite != null and _portrait_sprite.texture != null}
return {"has_tex": st._portrait_sprite != null and st._portrait_sprite.texture != null}
# ---- 主角三态切换(攻击演出→attack/受击→hit/结算回 idle;§8.4 帧数档挂点) ----
@@ -358,41 +373,41 @@ func portrait_probe() -> Dictionary:
# 组合点注册(battle_stage_view _init——UiKit 常量 load_tex,缺位 null 不注册=该态保持现纹理)
func register_hero_state(state: String, tex: Texture2D) -> void:
if tex != null:
_hero_tex[state] = tex
st._hero_tex[state] = tex
# 状态切换:现纹理换注册态(attack/hit);未注册态名或缺位 = 保持现纹理不炸。
# 非 idle 态自动短驻回归 idle(0.35s——演出一拍即回,结算收尾另有显式 idle 兜底)。
func set_hero_state(state: String) -> void:
var target: int = _HS_VALUE.get(state, -1)
if _kind != "hero" or target == _hero_state:
if st._kind != "hero" or target == st._hero_state:
return
if not _hero_tex.has(state) and state != "idle":
if not st._hero_tex.has(state) and state != "idle":
return
_hero_state = target
if _portrait_sprite != null and _hero_tex.has(state):
_portrait_sprite.texture = _hero_tex[state]
if _state_revert_tw != null and _state_revert_tw.is_valid():
_state_revert_tw.kill()
st._hero_state = target
if st._portrait_sprite != null and st._hero_tex.has(state):
st._portrait_sprite.texture = st._hero_tex[state]
if st._state_revert_tw != null and st._state_revert_tw.is_valid():
st._state_revert_tw.kill()
if state != "idle":
_state_revert_tw = create_tween()
_state_revert_tw.tween_interval(UiKit.motion(0.35))
_state_revert_tw.tween_callback(_settle_hero_idle)
st._state_revert_tw = create_tween()
st._state_revert_tw.tween_interval(UiKit.motion(0.35))
st._state_revert_tw.tween_callback(_settle_hero_idle)
func _settle_hero_idle() -> void:
_hero_state = HeroState.IDLE
if _portrait_sprite != null and _hero_tex.has("idle"):
_portrait_sprite.texture = _hero_tex["idle"]
st._hero_state = HeroState.IDLE
if st._portrait_sprite != null and st._hero_tex.has("idle"):
st._portrait_sprite.texture = st._hero_tex["idle"]
# 三态探针出口(fx_probe——当前态名+注册态集合)
func hero_state_probe() -> Dictionary:
return {"state": _HS_NAME.get(_hero_state, "idle"), "registered": _hero_tex.keys()}
return {"state": _HS_NAME.get(st._hero_state, "idle"), "registered": st._hero_tex.keys()}
func _portrait_color() -> Color:
return UiKit.HERO_BLUE if _kind == "hero" else UiKit.RED_DEEP
return UiKit.HERO_BLUE if st._kind == "hero" else UiKit.RED_DEEP
# 立绘盒矩形(世界局部):(0,44)-(box.x, box.y-36)——贴图与字形共用
@@ -413,8 +428,19 @@ func content_rect() -> Rect2:
func _draw() -> void:
var f := _efont()
# 椭圆落影(圣经 §6.1 地台落影压脚:方向稿椭圆 (0,0,0,70),压在地台
# 上缘周围;24 段多边形近似椭圆,中心=台面上方 6px、横半径=台宽一半)
_draw_ground(f)
_draw_hp_bar(f)
_draw_portrait(f)
_draw_intent_badge(f)
if st._kind == "enemy":
_draw_armor_name_line(f)
## 地面域:椭圆落影(圣经 §6.1 地台落影压脚:方向稿椭圆 (0,0,0,70),压在地台
## 上缘周围;24 段多边形近似椭圆,中心=台面上方 6px、横半径=台宽一半)
## + 石板地台(v3.5——方向稿取色:板身/描边/顶缘受光线 2px——取色单点收 UiKit.STAND_STONE 族
## ;几何沿用现行底座位〔margin 18/高 12——按方向稿对齐〕)
func _draw_ground(f: Font) -> void:
var sh_center := Vector2(box.x * 0.5, box.y - 24.0)
var sh_rx := (box.x - 36.0) * 0.5
var sh_ry := 9.0
@@ -423,28 +449,28 @@ func _draw() -> void:
var ang := TAU * float(i) / 24.0
pts.append(sh_center + Vector2(cos(ang) * sh_rx, sin(ang) * sh_ry))
draw_colored_polygon(pts, Color(0, 0, 0, 0.27))
# 石板地台(v3.5——方向稿取色:板身/描边/顶缘受光线 2px——取色单点收 UiKit.STAND_STONE 族
# ;几何沿用现行底座位〔margin 18/高 12——按方向稿对齐〕)
var ped := _pedestal_rect()
draw_rect(ped, UiKit.STAND_STONE, true)
draw_rect(ped, UiKit.STAND_STONE_EDGE, false, 1.0)
draw_rect(Rect2(ped.position.x, ped.position.y, ped.size.x, 2.0), UiKit.STAND_STONE_RIM, true)
# 血条(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③);血条几何左 8 / 右 -8
## 血条域(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③);血条几何左 8 / 右 -8;
## 血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于 10px 条带垂直居中;
## 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)
func _draw_hp_bar(f: Font) -> void:
var bar_x := 8.0
if _kind == "enemy":
var order_txt := String("①②③"[clampi(_order - 1, 0, 2)])
if st._kind == "enemy":
var order_txt := String("①②③"[clampi(st._order - 1, 0, 2)])
f.draw_string(get_canvas_item(), Vector2(bar_x, 12), order_txt,
HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT)
bar_x += 20.0
var bar_w := box.x - 8.0 - bar_x
draw_rect(Rect2(bar_x, 2, bar_w, 10), Color(0.10, 0.10, 0.11)) # 条底(引擎默认主题深底近似平移)
var fill_w := bar_w * hp_value
var fill_w := bar_w * st.hp_value
if fill_w > 0.0:
draw_rect(Rect2(bar_x, 2, fill_w, 10), Color(0.41, 0.61, 0.91)) # 直角填充(默认主题蓝近似——直角递减)
# 血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于 10px 条带垂直居中;
# 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)
var hp_txt := "%d/%d" % [_hp_cur, int(_hp_max)]
var hp_txt := "%d/%d" % [st._hp_cur, int(st._hp_max)]
var hts: Vector2 = f.get_string_size(hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11)
# 对比度垫牌(白 α.95 直压蓝条 2.67:1 违 §7.2;
# 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)
@@ -453,46 +479,53 @@ func _draw() -> void:
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))
f.draw_string(get_canvas_item(), hbase, hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(1, 1, 1, 0.95))
# 立绘:贴图在位 = Sprite2D(set_portrait_texture 落位);缺位 = 字形回退
if _portrait_sprite == null or _portrait_sprite.texture == null or not _portrait_sprite.visible:
var prect := _portrait_rect()
var glyph := _portrait_glyph()
var center := prect.get_center()
# 坐标系注记:draw_set_transform 原点已置于 center——draw_string 的
# pos 是**变换后的局部坐标**,须传相对 center 的偏移(-w/2 水平居中、+0.35h 基线下移);
# 传绝对 center 会成双重偏移、把字形画到盒外。
draw_set_transform(center, deg_to_rad(_glyph_rot), Vector2.ONE)
var ts := f.get_string_size(glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 42)
f.draw_string(get_canvas_item(), Vector2(-ts.x * 0.5, ts.y * 0.35), glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 42, _portrait_color())
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
# 意图徽标(敌 only——立绘上半部居中悬浮,CENTER_TOP 74..98 等价):弹入 scale 动画
if _intent_visible:
var icenter := Vector2(box.x * 0.5, 86.0)
draw_set_transform(icenter, 0.0, Vector2(_intent_scale, _intent_scale))
var its := f.get_string_size(_intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15)
# 对比度垫牌(四色墨直压立绘纹理/暗舞台底 1.5-3.3:1 违 §7.2
# 「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;
# atk/debuff 零换墨、buf 换 HERO_BLUE_DEEP、charge 换 GOLD_INK;随弹入 transform 同步缩放)
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)
f.draw_string(get_canvas_item(), Vector2(-its.x * 0.5, its.y * 0.35), _intent_glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 15, _intent_col) # 局部坐标(同上注记——双重偏移修复)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
## 立绘域:贴图在位 = Sprite2D(set_portrait_texture 落位);缺位 = 字形回退
func _draw_portrait(f: Font) -> void:
if st._portrait_sprite != null and st._portrait_sprite.texture != null and st._portrait_sprite.visible:
return
var prect := _portrait_rect()
var glyph := _portrait_glyph()
var center := prect.get_center()
# 坐标系注记:draw_set_transform 原点已置于 center——draw_string 的
# pos 是**变换后的局部坐标**,须传相对 center 的偏移(-w/2 水平居中、+0.35h 基线下移);
# 传绝对 center 会成双重偏移、把字形画到盒外。
draw_set_transform(center, deg_to_rad(st._glyph_rot), Vector2.ONE)
var ts := f.get_string_size(glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 42)
f.draw_string(get_canvas_item(), Vector2(-ts.x * 0.5, ts.y * 0.35), glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 42, _portrait_color())
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
# 底座下 护甲类型图标+名字 常驻行(敌 only——AC 数值不展示,类型图标化)
if _kind == "enemy":
var armor_txt := String(ARMOR_ICONS.get(_armor, "◇"))
var col: Color = UiKit.WARM_FAINT # 轻甲 = 暖白弱化(v3.5 暗底双色墨制)
match _armor:
"ward":
col = UiKit.HERO_BLUE_BRIGHT # 魔法护甲 = 小人蓝亮档
"heavy":
col = UiKit.GOLD_BRIGHT # 重甲 = 金族亮档
var name_w := f.get_string_size(_display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var armor_w := f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var total_w := armor_w + 3.0 + name_w
var baseline := Vector2((box.x - total_w) * 0.5, box.y - 1.0 - STANDEE_FOOT_MARGIN) # 纵向余量纪律
f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col)
f.draw_string(get_canvas_item(), baseline + Vector2(armor_w + 3.0, 0), _display_name,
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiKit.WARM) # v3.5 暗底双色墨制
## 意图徽标域(敌 only——立绘上半部居中悬浮,CENTER_TOP 74..98 等价):弹入 scale 动画
func _draw_intent_badge(f: Font) -> void:
if not st._intent_visible:
return
var icenter := Vector2(box.x * 0.5, 86.0)
draw_set_transform(icenter, 0.0, Vector2(st._intent_scale, st._intent_scale))
var its := f.get_string_size(st._intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15)
# 对比度垫牌(四色墨直压立绘纹理/暗舞台底 1.5-3.3:1 违 §7.2
# 「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;
# atk/debuff 零换墨、buf 换 HERO_BLUE_DEEP、charge 换 GOLD_INK;随弹入 transform 同步缩放)
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)
f.draw_string(get_canvas_item(), Vector2(-its.x * 0.5, its.y * 0.35), st._intent_glyph,
HORIZONTAL_ALIGNMENT_LEFT, -1, 15, st._intent_col) # 局部坐标(同上注记——双重偏移修复)
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
## 底座下 护甲类型图标+名字 常驻行(敌 only——AC 数值不展示,类型图标化)
func _draw_armor_name_line(f: Font) -> void:
var armor_txt := String(ARMOR_ICONS.get(st._armor, "◇"))
var col: Color = UiKit.WARM_FAINT # 轻甲 = 暖白弱化(v3.5 暗底双色墨制)
match st._armor:
"ward":
col = UiKit.HERO_BLUE_BRIGHT # 魔法护甲 = 小人蓝亮档
"heavy":
col = UiKit.GOLD_BRIGHT # 重甲 = 金族亮档
var name_w := f.get_string_size(st._display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var armor_w := f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var total_w := armor_w + 3.0 + name_w
var baseline := Vector2((box.x - total_w) * 0.5, box.y - 1.0 - STANDEE_FOOT_MARGIN) # 纵向余量纪律
f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col)
f.draw_string(get_canvas_item(), baseline + Vector2(armor_w + 3.0, 0), st._display_name,
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiKit.WARM) # v3.5 暗底双色墨制