## VERTICAL SLICE - NOT FOR PRODUCTION ## 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"] # 护甲类型图标三键(light/ward/heavy)——终稿 = 三枚 24×24 PNG(UiKit.TEX_ARMOR_*,art-bible §5.3 # 工单:形状承载身份、色相不承载身份;挂载底色 = 名字行素底 HP_BAR_BACK)。字形占位仅作素材缺位 # 回退(与立绘缺位回退链同构——素材不入 git,缺位不炸)。 const ARMOR_ICONS := {"light": "◇", "ward": "◆", "heavy": "▣"} 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) ## 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: 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: return font if font != null else ThemeDB.fallback_font func display_name() -> String: 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 st._enemy_id # 意图徽标探针出口 func intent_probe() -> Dictionary: return {"visible": st._intent_visible, "text": st._intent_glyph} # 名字行探针出口(ui_probe 呈现口径 + 本批 V6/V8 断言面:armor_icon = 绑定纹理路径〔缺位回退字形〕、 # 几何 = 素底牌矩形与文字基线、素底色——V6 判据 = baseline_y < plinth_top_y) func name_line_probe() -> Dictionary: var f := _efont() var tex := UiKit.load_tex(_armor_tex_path(st._armor)) var plate := _name_plate_rect(f, tex) return {"name": st._display_name, "armor_icon": _armor_tex_path(st._armor) if tex != null else String(ARMOR_ICONS.get(st._armor, "◇")), "armor_tex_bound": tex != null, "plate": plate, "baseline_y": _name_baseline(plate).y, "plinth_top_y": _pedestal_rect().position.y, "plate_color": UiKit.HP_BAR_BACK} # ---- setter 面(presenter/组合根零改排) ---- # 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: 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", [])) queue_redraw() if st._dead and int(d.get("hp", 0)) > 0: _revive() func set_hero(hp: int, max_hp: int) -> void: st._hp_max = float(maxi(1, max_hp)) _set_hp(hp) 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: 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(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) func set_effects(effects: Array) -> void: if slot_row == null: return slot_row.set_effects(effects) slot_row.visible = not effects.is_empty() # battle_over:状态图标行全清可见反馈(微文案挂伴随件父层 = 壳层) func set_effects_cleared_feedback() -> void: if slot_row == null: return slot_row.visible = true slot_row.set_cleared_feedback() var note := UiKit.label("状态随战斗结束消散",UiKit.FS_CAPTION, false, UiKit.STONE_FAINT) note.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER note.mouse_filter = Control.MOUSE_FILTER_IGNORE var parent := slot_row.get_parent() if parent != null: parent.add_child(note) note.position = slot_row.position + Vector2((slot_row.size.x - 134.0) * 0.5, slot_row.size.y) var tw := create_tween() tw.tween_interval(1.2) tw.tween_property(note, "modulate:a", 0.0, UiKit.motion(0.8)) tw.tween_callback(note.queue_free) 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) 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 st._dead: _intent_charge = false st._intent_visible = false queue_redraw() return if ptype == "" or ptype == "basic": _intent_charge = false 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) var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——预告语义归封印色独占〔现行封印黑〕) if ptype == "buff": glyph = "✦" # 增益系 col = UiKit.HERO_BLUE_DEEP # 深档墨(浅垫牌上 ≥4.5:1) elif ptype == "debuff": glyph = "☠" # 妨害系 col = UiKit.DEBUFF_PURPLE _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) st._intent_glyph = glyph st._intent_col = col st._intent_visible = true _play_intent_motion() # 意图三档动作动画(§4.6.4 三档:①普通攻击=零表示〔set_pending 早退〕 # ②特殊准备=徽标弹入+二次弹跳(高举语义,运动手段 §2)③重击/硬化=缓推蓄力+定格微顿+回落; # 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(st, "_intent_scale", 1.6, UiKit.motion(0.10)) tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.16)) tw.parallel().tween_property(st, "_glyph_rot", 4.0, UiKit.motion(0.10)) tw.tween_property(st, "_glyph_rot", 0.0, UiKit.motion(0.14)) if _intent_charge: tw.tween_property(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(st, "_intent_scale", 1.0, UiKit.motion(0.18)) else: tw.tween_property(st, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举) tw.tween_property(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。 # flip = 立绘朝向翻转(素材基准朝左时传 true 呈现朝右)。盒高 96px = 48px 立绘源整数 2× # (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 st._portrait_sprite != null: st._portrait_sprite.visible = false queue_redraw() return 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 st._portrait_sprite == null or st._portrait_tex == null: return var box_h := box.y - 44.0 - 36.0 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 st._dead: return 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) _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 # ---- 演出密度(程序化 tween,零新帧资产) ---- # 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: st._death_shards = DEATH_SHARD_N var center := _portrait_rect().get_center() for i in DEATH_SHARD_N: _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": 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 # i*60°——禁全局随机;亮金/暖白交替=物理打击语义,不占 危险红=雷 与 奖励金=收益 的语义位)。 # 弹道到达拍由 battle_stage_view 调度(on_step_row_fx 延迟 0.33s≈弹道飞行)。 func play_hit_impact() -> void: var center := _portrait_rect().get_center() for i in HIT_SPARK_N: _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 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: 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: st._dead = false modulate = Color(1, 1, 1) rotation_degrees = 0.0 if st._kind == "hero": st._hero_state = HeroState.RESET # 强制回 idle 态(绕过同态早退) set_hero_state("idle") if slot_row != null: slot_row.visible = true 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 st._kind == "hero": return "人" 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": 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) ---- # 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: 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 st._kind != "hero" or target == st._hero_state: return if not st._hero_tex.has(state) and state != "idle": return 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": 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: 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(st._hero_state, "idle"), "registered": st._hero_tex.keys()} func _portrait_color() -> Color: 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 func _portrait_rect() -> Rect2: return Rect2(0, 44, box.x, box.y - 80.0) # 石板地台矩形(_draw 与 content_rect 共用几何——单一来源防两处漂移) func _pedestal_rect() -> Rect2: return Rect2(18.0, box.y - 18.0, box.x - 36.0, 12.0) # 护甲图标纹理路径(甲档键 → UiKit.TEX_ARMOR_*——显式 match 单点,禁动态拼键取常量; # 未知键回退轻甲路径,由 load_tex exists 守卫接住) func _armor_tex_path(armor: String) -> String: match armor: "ward": return UiKit.TEX_ARMOR_WARD "heavy": return UiKit.TEX_ARMOR_HEAVY _: return UiKit.TEX_ARMOR_LIGHT # 名字行素底牌矩形(_draw 与 name_line_probe 共用几何——单一来源防两处漂移): # 牌高 26 = 护甲图标 24px(甲类 1× 禁缩放)+ 上下各 1px;牌底沿 = 地台顶(box.y-18)—— # 文字禁直接压地台(§6.1/§7.2 素底落法);牌宽 = 行宽(图标+间距+名字)+ 8,水平居中 func _name_plate_rect(f: Font, tex: Texture2D) -> Rect2: var icon_w := 24.0 if tex == null: icon_w = f.get_string_size(String(ARMOR_ICONS.get(st._armor, "◇")), HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x var name_w := f.get_string_size(st._display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x var total_w := icon_w + 3.0 + name_w return Rect2((box.x - total_w - 8.0) * 0.5, box.y - 18.0 - 26.0, total_w + 8.0, 26.0) # 名字行文字基线(牌内几何单点——图标 24px 垂直居中牌内〔中心=牌顶+13〕,12px 字形基线=中心+4) func _name_baseline(plate: Rect2) -> Vector2: return plate.position + Vector2(4.0, 17.0) # 绘制内容矩形(世界局部;ui_struct_probe ⑥standee「不出框+下余量≥8px」断言读数面—— # 最低绘制元素 = 底座下缘) func content_rect() -> Rect2: return Rect2(0.0, 0.0, box.x, _pedestal_rect().end.y) func _draw() -> void: var f := _efont() _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(§6.1 近景地台独立件:TEX_STAGE_PLAZA 源 48×12 九宫格横向拉伸、顶缘受光线 2px ## 不随拉伸变形、跨三关恒定;素材缺位回退程序化三段绘制〔STAND_STONE 族方向稿取色,几何同源 ## _pedestal_rect——与 panel_skinned 缺位回退同构〕) 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 var pts := PackedVector2Array() for i in 24: 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)) var ped := _pedestal_rect() var plaza := UiKit.load_tex(UiKit.TEX_STAGE_PLAZA) if plaza != null: _draw_plinth_stretched(plaza, ped) else: 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) ## 地台九宫格横向拉伸域(循环体提函数——左右 4px 端头切片 + 中段拉伸;纵向恒 12px 源档, ## 顶缘受光线 2px 落纵向不缩放区,工单 §5.2 工艺要点) func _draw_plinth_stretched(tex: Texture2D, ped: Rect2) -> void: draw_texture_rect_region(tex, Rect2(ped.position, Vector2(4.0, 12.0)), Rect2(0, 0, 4, 12)) draw_texture_rect_region(tex, Rect2(ped.position + Vector2(4.0, 0.0), Vector2(ped.size.x - 8.0, 12.0)), Rect2(4, 0, 40, 12)) draw_texture_rect_region(tex, Rect2(ped.position + Vector2(ped.size.x - 4.0, 0.0), Vector2(4.0, 12.0)), Rect2(44, 0, 4, 12)) ## 血条域(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③,字号 FS_HINT——art-bible §7.4 清单外 ## 11–13px 提档归档);血条几何左 8 / 右 -8;血条填充 = 危险红 HP_BAR_FILL(§4.2 语义物件—— ## 不因敌我分色);条底 = HP_BAR_TRACK;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 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, UiKit.FS_HINT, 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), UiKit.HP_BAR_TRACK) # 条底(值单点收 ui_kit) var fill_w := bar_w * st.hp_value if fill_w > 0.0: draw_rect(Rect2(bar_x, 2, fill_w, 10), UiKit.HP_BAR_FILL) # 直角填充(危险红——§4.2 血条显式句) 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) draw_rect(Rect2(bar_x + (bar_w - hts.x) * 0.5 - 4.0, 2.0, hts.x + 8.0, 10.0), UiKit.HP_BAR_BACK, true) var hbase := Vector2(bar_x + (bar_w - hts.x) * 0.5, 2.0 + 5.0 + 4.0) 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) ## 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) ## 名字行域(敌 only——AC 数值不展示,类型图标化):整行垫 HP_BAR_BACK 素底牌(§6.1/§7.2 ## 「文字禁直接压地台」素底落法——牌底沿 = 地台顶,几何单点 _name_plate_rect);护甲图标 = ## 24×24 PNG(甲类 1×,缺位回退字形,色随甲档亮档族);名字 = 暖白(暗底双色墨制) func _draw_armor_name_line(f: Font) -> void: var tex := UiKit.load_tex(_armor_tex_path(st._armor)) var plate := _name_plate_rect(f, tex) draw_rect(plate, UiKit.HP_BAR_BACK, true) var baseline := _name_baseline(plate) var icon_w := 24.0 if tex != null: draw_texture_rect(tex, Rect2(baseline.x, plate.position.y + 1.0, 24.0, 24.0), false) else: var armor_txt := String(ARMOR_ICONS.get(st._armor, "◇")) icon_w = f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x 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 f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION, col) f.draw_string(get_canvas_item(), baseline + Vector2(icon_w + 3.0, 0.0), st._display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION, UiKit.WARM) # v3.5 暗底双色墨制