# VERTICAL SLICE - NOT FOR PRODUCTION # Date: 2026-09-11 # 关卡节点覆盖层(模态):奖励点/恢复点兑付结果的确认呈现。 # 高内聚边界:节点文案的玩家可读化(谁获得什么/回复多少)内聚于此;"继续"意图经信号外发。 class_name NodeOverlay extends Control signal continue_pressed var _label: Label var _btn: Button func _init() -> void: var dim := ColorRect.new() dim.color = Color(0, 0, 0, 0.6) dim.set_anchors_preset(Control.PRESET_FULL_RECT) add_child(dim) var center := CenterContainer.new() center.set_anchors_preset(Control.PRESET_FULL_RECT) dim.add_child(center) var box := VBoxContainer.new() box.add_theme_constant_override("separation", 12) center.add_child(box) _label = UiKit.label("", 20, true) _label.add_theme_color_override("font_color", UiKit.WARM) _label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_label) _btn = UiKit.button("继续") _btn.pressed.connect(_emit_continue_pressed) box.add_child(_btn) visible = false func show_rest(healed: int, hp_after: int, max_hp: int) -> void: _label.text = "血量恢复点\n休息回复 %d HP(%d → %d / %d)" % [ healed, hp_after - healed, hp_after, max_hp] _btn.text = "休息完毕,继续" visible = true # 探针复用:以真实按钮路径触发继续 func press_continue() -> void: _btn.pressed.emit() func _emit_continue_pressed() -> void: continue_pressed.emit()