# VERTICAL SLICE - NOT FOR PRODUCTION # Date: 2026-09-21(元进度实现批——营地覆盖层呈现) # 营地覆盖层(模态):标题「营地 · 永久强化」+ 钥石余额 / 柜台一「属性锻造」(三行可购——显示名 · # 当前 Lv · 每级 +flat · 下级价格 · 购买按钮余额不足禁用)/ 柜台二「道具工坊」(六行——显示名 · # 解锁条件 · 进度 · 状态;局内效果排 Alpha 魔法道具重设计批——代拍板 3,注记一行)/ 柜台三 # 「奖励格图鉴」(占位锁定行——内容排 Alpha 地图战斗资源差异化批——代拍板 4)/「最近冒险」列表 # (recent_summaries 投影:结果/通关数/钥石合计/种子)/ 关闭按钮。 # 挂接方式:仿 ShopOverlay(dim + CenterContainer + box);开合与开始层互斥仿 TunePanel 先例 # (开始覆盖层非模态且树序在后——打开本层前由组合根隐藏开始层,规范 2.3 遮挡纪律)。 # 高内聚边界:纯视图 setter 面——账本快照经组合根喂入(MetaProgression 只读投影),购买/关闭 # 意图经信号外发——零核心写调用、零 MetaProgression 持有。视觉 = ui_kit 程序占位 #(代拍板 8——视觉终稿以表现层样张过审为前置,归 HUD 协作批)。 class_name CampOverlay extends Control signal buy_requested(attr: String) signal closed const ATTR_LABELS := {"atk": "攻击", "max_hp": "生命上限", "armor_class": "护甲"} # 档位文案轴(数据契约 attr 词表,与 ShopOverlay 同款) var _balance_label: Label var _forge_holder: VBoxContainer var _workshop_holder: VBoxContainer var _forge_rows: Array[Dictionary] = [] # [{attr, level_l, price_l, btn}]——refresh_camp 就地重刷(零重建回流) var _workshop_rows: Array[Dictionary] = [] # [{item_id, progress_l, status_l}] var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建) func _init() -> void: var dim := ColorRect.new() dim.color = Color(0, 0, 0, 0.72) 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 frame := PanelContainer.new() frame.add_theme_stylebox_override("panel", UiKit.frame_skinned(Vector4(26, 22, 26, 22))) # 仪式石框(T2;缺位回退暗面板) center.add_child(frame) var box := VBoxContainer.new() box.add_theme_constant_override("separation", 6) frame.add_child(box) var title := UiKit.label("营地 · 永久强化", 24, true) title.add_theme_color_override("font_color", UiKit.WARM) title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(title) var bal_row := HBoxContainer.new() bal_row.add_theme_constant_override("separation", 6) bal_row.alignment = BoxContainer.ALIGNMENT_CENTER var keystone_icon := UiKit.icon_rect(UiKit.TEX_ICON_KEYSTONE, 18) # 缺位 null → 纯文本回退 if keystone_icon != null: bal_row.add_child(keystone_icon) _balance_label = UiKit.label("钥石 0", 18, true) _balance_label.add_theme_color_override("font_color", UiKit.GOLD) bal_row.add_child(_balance_label) box.add_child(bal_row) box.add_child(HSeparator.new()) box.add_child(_counter_header("属性锻造(钥石直购 · 每级 flat 整数 · 价格几何递增)", UiKit.TEX_ICON_FORGE)) _forge_holder = VBoxContainer.new() _forge_holder.add_theme_constant_override("separation", 4) box.add_child(_forge_holder) box.add_child(_counter_header("道具工坊(累计通关次数解锁 · 局内效果排 Alpha 魔法道具重设计批)", UiKit.TEX_ICON_WORKSHOP)) _workshop_holder = VBoxContainer.new() _workshop_holder.add_theme_constant_override("separation", 4) box.add_child(_workshop_holder) box.add_child(_counter_header("奖励格图鉴", UiKit.TEX_ICON_ATLAS)) var lock_l := UiKit.label(" —— 柜台结构位预留:内容排 Alpha(地图战斗资源差异化批)", 13, false) lock_l.add_theme_color_override("font_color", UiKit.WARM_FAINT) box.add_child(lock_l) box.add_child(HSeparator.new()) box.add_child(_counter_header("最近冒险")) var scroll := ScrollContainer.new() scroll.custom_minimum_size = Vector2(560, 96) scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED box.add_child(scroll) _recent_list = UiKit.label("", 13, false) _recent_list.add_theme_color_override("font_color", UiKit.WARM_SOFT) _recent_list.custom_minimum_size = Vector2(544, 0) _recent_list.autowrap_mode = TextServer.AUTOWRAP_OFF scroll.add_child(_recent_list) var close_btn := UiKit.button("关闭营地(回开始界面)") close_btn.pressed.connect(_emit_closed) box.add_child(close_btn) visible = false func _counter_header(text: String, icon_path := "") -> Control: var row := HBoxContainer.new() row.add_theme_constant_override("separation", 6) if icon_path != "": var ic := UiKit.icon_rect(icon_path, 16) # 缺位 null → 纯文本回退 if ic != null: row.add_child(ic) var l := UiKit.label(text, 15, true) l.add_theme_color_override("font_color", UiKit.WARM_SOFT) row.add_child(l) return row # ---- 柜台行构建(open_camp 重建;行结构仿 ShopOverlay 商品卡)---- # 打开营地(全量重建三柜台行 + 最近冒险——数据 = 组合根 _camp_data() 投影) func open_camp(data: Dictionary) -> void: _rebuild_forge(data) _rebuild_workshop(data) _rebuild_recent(data) refresh_camp(data) visible = true # 状态重刷(购买后调用——余额/价格/禁用态/工坊状态就地改文案,零重建) func refresh_camp(data: Dictionary) -> void: var balance := int(data.get("balance", 0)) _balance_label.text = "钥石 %d" % balance var forge_by_attr := {} for row in data.get("forge", []): forge_by_attr[String(row.get("attr", ""))] = row for card in _forge_rows: var row: Dictionary = forge_by_attr.get(String(card.attr), {}) if row.is_empty(): continue card.level_l.text = "Lv %d" % int(row.get("level", 0)) card.price_l.text = "下级价格 %d 钥石" % int(row.get("price", 0)) card.btn.disabled = balance < int(row.get("price", 0)) # 余额不足禁用置灰 var ws_by_id := {} for row in data.get("workshop", []): ws_by_id[String(row.get("item_id", ""))] = row for card in _workshop_rows: var row: Dictionary = ws_by_id.get(String(card.item_id), {}) if row.is_empty(): continue var th := int(row.get("threshold", 0)) var prog := int(row.get("progress", 0)) var unlocked := bool(row.get("unlocked", false)) card.progress_l.text = "累计通关 %d / %d 次" % [prog, th] # 迭代 7 T5——失义件(显影尘/地穴全图卷 Alpha 重定)与退役件(探宝罗盘 2026-09-29 拍板①乙)的呈现口径 var st_text := "未解锁" var st_col: Color = UiKit.WARM_FAINT if bool(row.get("retired", false)): st_text = "已退役" st_col = UiKit.WARM_FAINT elif bool(row.get("deferred", false)) and unlocked: st_text = "已解锁 · 能力封存中" st_col = UiKit.GOLD elif unlocked: st_text = "已解锁" st_col = UiKit.GOLD card.status_l.text = st_text card.status_l.add_theme_color_override("font_color", st_col) func _rebuild_forge(data: Dictionary) -> void: _forge_rows.clear() for child in _forge_holder.get_children(): child.queue_free() for row in data.get("forge", []): _forge_rows.append(_build_forge_row(_forge_holder, row)) func _build_forge_row(holder: VBoxContainer, row: Dictionary) -> Dictionary: var card := PanelContainer.new() card.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.BG_OVERLAY, UiKit.GOLD_DIM, 4, 1, Vector4(12, 4, 12, 4))) var line := HBoxContainer.new() line.add_theme_constant_override("separation", 12) card.add_child(line) var attr := String(row.get("attr", "")) var name_l := UiKit.label("%s(每级 %+d flat)" % [String(row.get("display_name", "")), int(row.get("flat", 0))], 14, true) name_l.custom_minimum_size = Vector2(210, 0) line.add_child(name_l) var level_l := UiKit.label("", 14, false) level_l.custom_minimum_size = Vector2(64, 0) line.add_child(level_l) var price_l := UiKit.label("", 14, false) price_l.add_theme_color_override("font_color", UiKit.WARM_SOFT) price_l.custom_minimum_size = Vector2(150, 0) line.add_child(price_l) var btn := UiKit.button("锻造 +1 级") btn.pressed.connect(_emit_buy_requested.bind(attr)) line.add_child(btn) holder.add_child(card) return {"attr": attr, "level_l": level_l, "price_l": price_l, "btn": btn} func _rebuild_workshop(data: Dictionary) -> void: _workshop_rows.clear() for child in _workshop_holder.get_children(): child.queue_free() for row in data.get("workshop", []): var card := PanelContainer.new() card.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.BG_OVERLAY, UiKit.WARM_FAINT, 4, 1, Vector4(12, 4, 12, 4))) var line := HBoxContainer.new() line.add_theme_constant_override("separation", 12) card.add_child(line) var name_l := UiKit.label(String(row.get("display_name", "")), 14, true) name_l.custom_minimum_size = Vector2(210, 0) line.add_child(name_l) var progress_l := UiKit.label("", 13, false) progress_l.add_theme_color_override("font_color", UiKit.WARM_SOFT) progress_l.custom_minimum_size = Vector2(150, 0) line.add_child(progress_l) var status_l := UiKit.label("", 13, true) line.add_child(status_l) _workshop_holder.add_child(card) _workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l}) func _rebuild_recent(data: Dictionary) -> void: var lines: Array[String] = [] var recent: Array = data.get("recent", []) if recent.is_empty(): lines.append(" (暂无冒险记录——完成或结束一次冒险后入账)") for s in recent: var verdict := "失败" if String(s.get("result", "")) == "completed": verdict = "完成" elif String(s.get("result", "")) == "abandoned": verdict = "放弃" lines.append("%s · 通关 %d 关 · 钥石 +%d · 种子 %d" % [verdict, int(s.get("levels_cleared", 0)), int(s.get("keystone_total", 0)), int(s.get("master_seed", 0))]) _recent_list.text = "\n".join(lines) func _emit_closed() -> void: closed.emit() func _emit_buy_requested(attr: String) -> void: buy_requested.emit(attr)