# VERTICAL SLICE - NOT FOR PRODUCTION # Date: 2026-10-01(迭代 10 奖励重构批——level-clear.md v2 三选一选择面承载) # 提升三选一覆盖层(模态):非末关通关的选择停点呈现——部分回血反馈 + 三卡点选 + 确认兑付 + # 同调位替换子交互。高内聚边界:文案拼装归 Narrator(组合根喂入),选择意图经信号外发; # 视图零核心引用。交互范式 = node_overlay choice_box 按钮族 + 选路两段式(点选→确认)复用,零新原语。 # 状态机:pick(三卡点选→确认)→ [replace(满位 N+1 选 N)] → result(兑付反馈→继续)。 class_name CurioPickOverlay extends Control signal pick_confirmed(item_id: String) signal replace_chosen(discard_index: int) # -1 = 放弃新件不获取 signal continue_pressed signal refresh_requested # 三选一刷新意图(迭代 11 第①批 T5b——P1 甲 X/Y 双源;重抽归组合根) var _label: Label var _choice_box: HBoxContainer # 三卡区(pick 态——M7 bcard 竖卡) var _replace_box: VBoxContainer # 替换子面板(replace 态) var _confirm_btn: Button # 确认钮(点选后点亮——两段式第二拍) var _continue_btn: Button # 继续钮(兑付反馈态唯一出口) var _refresh_btn: Button # 刷新钮(迭代 11 第①批 T5b——余量>0 才显示;M7 升顶条图标钮) var _refresh_badge: Label # M7 余量角标(图标钮右上——demo ⑥ 同构) var _refresh_l: Label # 刷新余量读数(X 优先 + Y 冒险池) var _refresh_allowance := 0 # 组合根投喂余量(本视图零核心引用) var _selected := "" # 点选暂存(确认前可改选) var _header := "" # 停点头部文案(选择态保持显示) var _card_meta: Array = [] # open_pick 缓存 [{id, text}]——高亮还原读面 var _bcards: Array = [] # M7 bcard 引用列(select 高亮=set_selected) func _init() -> void: # M7(UI 落码批):与商店同构(demo ⑥ 用户令两屏一致)——通栏顶条(标题+刷新图标钮/角标)+ # 居中入账信息行 + bcard 三竖卡 + 底部唯一主钮「确认选择」;差异白名单=免费选择/✓章/无价签 var box: VBoxContainer = UiKit.modal_shell(self, Color(0, 0, 0, 0.6)).box var top := HBoxContainer.new() top.add_theme_constant_override("separation", 12) box.add_child(top) top.add_child(UiKit.label("战利品三选一", 22, true, UiKit.WARM)) var top_sp := Control.new() top_sp.size_flags_horizontal = Control.SIZE_EXPAND_FILL top.add_child(top_sp) _refresh_btn = UiKit.button("", 0.0) # 图标钮自设 44×44——豁免宽度基准 _refresh_btn.icon = UiKit.load_tex(UiKit.TEX_ICON_REFRESH) _refresh_btn.custom_minimum_size = Vector2(44, 44) _refresh_btn.tooltip_text = "刷新候选——装配刷新件 X 优先,Y 为冒险池;不消耗 AP" _refresh_btn.pressed.connect(_emit_refresh_requested) _refresh_btn.visible = false top.add_child(_refresh_btn) _refresh_badge = UiKit.label("0", 12, true, UiKit.INK_ON_GOLD) _refresh_badge.mouse_filter = Control.MOUSE_FILTER_IGNORE _refresh_badge.set_anchors_preset(Control.PRESET_TOP_RIGHT) _refresh_badge.offset_left = -22.0 _refresh_badge.offset_top = -6.0 _refresh_btn.add_child(_refresh_badge) _refresh_l = UiKit.label("", 12, false, UiKit.WARM_SOFT) _refresh_l.visible = false top.add_child(_refresh_l) _label = UiKit.label("", 15, false, UiKit.WARM_SOFT) _label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_label) _choice_box = HBoxContainer.new() _choice_box.add_theme_constant_override("separation", 20) _choice_box.alignment = BoxContainer.ALIGNMENT_CENTER box.add_child(_choice_box) _confirm_btn = UiKit.primary_button("确认选择") _confirm_btn.pressed.connect(_on_confirm_pressed) _confirm_btn.visible = false box.add_child(_confirm_btn) _replace_box = VBoxContainer.new() _replace_box.add_theme_constant_override("separation", 8) _replace_box.alignment = BoxContainer.ALIGNMENT_CENTER box.add_child(_replace_box) _continue_btn = UiKit.button("继续") _continue_btn.pressed.connect(_emit_continue_pressed) _continue_btn.visible = false box.add_child(_continue_btn) visible = false # 选择态:header = 停点头部(回血+钥石增量行,Narrator 装配);cards = [{id, text}] #(组合根组装——视图纯呈现)。确认前可改选;确认经 pick_confirmed 外发。 func open_pick(header: String, cards: Array) -> void: _header = header _label.text = header _selected = "" _card_meta = (cards as Array).duplicate(true) for c in _choice_box.get_children(): c.queue_free() _bcards.clear() for ch in cards: var cid := String(ch.get("id", "")) var full := String(ch.get("text", "")) var lines := full.split("\n") var title := lines[0] var desc := "\n".join(lines.slice(1)) if lines.size() > 1 else "" var idl := cid.to_lower() var band := Color8(194, 178, 100) # 通用增益(默认——§4.2 类型微光族色) if idl.contains("heal"): band = Color8(102, 164, 87) elif idl.contains("magic") or idl.contains("blast"): band = Color8(138, 114, 196) elif idl.contains("pierce"): band = Color8(87, 160, 160) var card := UiKit.bcard(title, desc, band, _icon_for_id(idl)) card.gui_input.connect(func(ev: InputEvent) -> void: if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT: _select_card(cid)) card.mouse_filter = Control.MOUSE_FILTER_STOP _choice_box.add_child(card) _bcards.append(card) _choice_box.visible = true _confirm_btn.visible = false _replace_box.visible = false _continue_btn.visible = false _refresh_btn.visible = false # 刷新余量随 set_refresh_info 投喂后现形(open 先归零防残留) _refresh_l.text = "" visible = true # 三选一刷新余量投喂(组合根读 adventure.attune_refresh_left()——0 = 刷新面隐藏) func set_refresh_info(allowance: int) -> void: _refresh_allowance = maxi(0, int(allowance)) _refresh_btn.visible = _refresh_allowance > 0 _refresh_badge.text = str(_refresh_allowance) _refresh_l.text = "免费 · 不消耗 AP" if _refresh_allowance > 0 else "" _refresh_l.visible = _refresh_allowance > 0 func _emit_refresh_requested() -> void: refresh_requested.emit() func _select_card(id: String) -> void: _selected = id # 选中态=木描边+✓章(demo ⑥;set_selected 逐卡置真值防改选残留) for i in _bcards.size(): var meta: Dictionary = _card_meta[i] if i < _card_meta.size() else {} (_bcards[i] as UiKit.BCard).set_selected(String(meta.get("id", "")) == id) _confirm_btn.visible = true func _on_confirm_pressed() -> void: if _selected != "": pick_confirmed.emit(_selected) # 探针/测试复用:以真实按钮路径触发点选、确认与继续(树序遮挡纪律——断言走真实信号路径) func press_card(index: int) -> void: # M7:卡载体 Button→bcard(gui_input 点选)——真实路径=同一 _select_card 处理器,探针语义不变 if index >= 0 and index < _card_meta.size(): _select_card(String(_card_meta[index].get("id", ""))) func press_confirm() -> void: _confirm_btn.pressed.emit() func press_continue() -> void: _continue_btn.pressed.emit() func selected_id() -> String: return _selected # 兑付反馈态(curio_resolved 到达——结果行追加在头部之后;唯一出口 = 继续) func show_result(text: String) -> void: _label.text = _header + "\n" + text _choice_box.visible = false _confirm_btn.visible = false _replace_box.visible = false _continue_btn.visible = true visible = true # 同调位替换子态(treasure_replace_presented 到达):items = [{index, item_id, display_name}](组合根 # 喂显示名)。两路出口:丢旧收新(逐件钮)/ 放弃新件——终态恒 ≤ 同调位由核心受理面保证。 func open_replace(items: Array, incoming_name: String, holding: int, slots: int) -> void: _label.text = "同调位已满(%d/%d)——收下「%s」需丢弃一件已有道具,或放弃新件" % [holding, slots, incoming_name] for c in _replace_box.get_children(): c.queue_free() for it in items: var tag: int = int(it.get("index", it.get("handle", -1))) # 通关渠道=携带序号 / 节点渠道=库存句柄(核心分发面裁决) var btn := UiKit.button("丢弃「%s」换新" % String(it.get("display_name", it.get("item_id", "")))) btn.pressed.connect(_emit_replace_chosen.bind(tag)) _replace_box.add_child(btn) var decline := UiKit.button("放弃新件(不获取)") decline.pressed.connect(_emit_replace_chosen.bind(-1)) _replace_box.add_child(decline) _choice_box.visible = false _confirm_btn.visible = false _replace_box.visible = true _continue_btn.visible = false visible = true # 收屏(组合根在 continue_pressed 处理毕调——推进下一关同拍) func close_pick() -> void: _choice_box.visible = false _replace_box.visible = false _continue_btn.visible = false _confirm_btn.visible = false visible = false func _emit_continue_pressed() -> void: continue_pressed.emit() func _emit_replace_chosen(tag: int) -> void: replace_chosen.emit(tag) # M7:id → 手绘图标键(子串映射容错 id 词表演进;缺位=BCard 空图标槽不炸) func _icon_for_id(idl: String) -> String: if idl.contains("heal"): return UiKit.TEX_ICON_MEDKIT if idl.contains("blast") or idl.contains("magic"): return UiKit.TEX_ICON_BLAST if idl.contains("gp") or idl.contains("coin"): return UiKit.TEX_ICON_COINBAG if idl.contains("attack"): return UiKit.TEX_ICON_SWORD if idl.contains("armor"): return UiKit.TEX_ICON_SHIELD if idl.contains("ap") or idl.contains("action"): return UiKit.TEX_ICON_POUCH return UiKit.TEX_ICON_COINBAG