# VERTICAL SLICE - NOT FOR PRODUCTION # 实现 GDD:design/ux/battle.md(§Transitions 结算逐行兑现——B 区因果演出链骨架: # 结算轮光带自棋盘区横扫 → 伤害/治疗弹道自棋盘飞向敌我站桩 → 受击闪白与血条递减由站桩侧承接)。 # 位置语义:全屏覆盖层(A–D 区之上、模态之下),只做跨区飞行的演出载体——棋盘区内演出 # (清图金粒/完美排雷横幅/标中旗弹道/Boss 影子)仍归 board_fx_view。 # 高内聚边界:纯演出——组合根按结算信号调用 play_*,传全局坐标(组合根持有棋盘与站桩两域句柄); # 本类零核心依赖、不自持游戏状态、mouse_filter 全忽略(不劫持输入)。 # 动画密度/缓动曲线归战斗表现样张批终稿——本批落"因果全程可见"骨架(规划兑现 P2 义务)。 # Date: 2026-09-20(结算演出链批) class_name SettlementFxView extends Control func _init() -> void: mouse_filter = Control.MOUSE_FILTER_IGNORE set_anchors_preset(Control.PRESET_FULL_RECT) # 结算轮光带:金橙半透明横带自棋盘上缘扫至下缘(一次 0.5s,自动回收)—— # "棋盘能量向战斗画面汇聚"的开轮语义(§2.2 色彩转金橙主导;区分于 board_fx 的完美排雷金光带)。 # 终稿(样张 v2 冻结批 T3):加 2px 亮金前导缘线——扫带运动方向可读(兑现光带逐行横扫 §2.2) func play_round_sweep(board_rect: Rect2) -> void: if board_rect.size == Vector2.ZERO: return var band := ColorRect.new() band.color = Color(UiKit.GOLD, 0.22) band.mouse_filter = Control.MOUSE_FILTER_IGNORE band.position = Vector2(board_rect.position.x, board_rect.position.y) band.size = Vector2(board_rect.size.x, 34.0) add_child(band) var edge := ColorRect.new() edge.color = Color(UiKit.GOLD_LIT, 0.7) edge.mouse_filter = Control.MOUSE_FILTER_IGNORE edge.size = Vector2(board_rect.size.x, 2.0) edge.position = band.position add_child(edge) var tw := band.create_tween() tw.tween_property(band, "position:y", board_rect.end.y - 34.0, UiKit.motion(0.5)).set_trans(Tween.TRANS_SINE) tw.parallel().tween_property(band, "modulate:a", 0.0, UiKit.motion(0.5)).set_delay(UiKit.motion(0.15)) tw.tween_callback(band.queue_free) var etw := edge.create_tween() etw.tween_property(edge, "position:y", board_rect.end.y - 2.0, UiKit.motion(0.5)).set_trans(Tween.TRANS_SINE) etw.parallel().tween_property(edge, "modulate:a", 0.0, UiKit.motion(0.2)).set_delay(UiKit.motion(0.3)) etw.tween_callback(edge.queue_free) # 跨区弹道:glyph 字形自 from 飞向 to(0.35s + 轻微上抛弧线 + 终点淡出,自动回收)—— # 开格之因 → 站桩之果的因果可视承载(P2);crit 弹道由调用方传加重标记 func play_projectile(from: Vector2, to: Vector2, glyph: String, col: Color, crit: bool = false) -> void: var shot := UiKit.label(glyph, 22 if crit else 16, true) shot.add_theme_color_override("font_color", col) shot.mouse_filter = Control.MOUSE_FILTER_IGNORE shot.size = Vector2(24, 24) shot.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER shot.vertical_alignment = VERTICAL_ALIGNMENT_CENTER shot.position = from - shot.size * 0.5 shot.pivot_offset = shot.size * 0.5 shot.z_index = 5 add_child(shot) var mid := (from + to) * 0.5 + Vector2(0, -36.0) # 轻微上抛弧线 var tw := shot.create_tween() if crit: tw.tween_property(shot, "scale", Vector2(1.5, 1.5), UiKit.motion(0.08)) tw.tween_property(shot, "position", mid, UiKit.motion(0.16)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) tw.tween_property(shot, "position", to - shot.size * 0.5, UiKit.motion(0.19)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN) tw.parallel().tween_property(shot, "modulate:a", 0.0, UiKit.motion(0.12)).set_delay(UiKit.motion(0.23)) tw.tween_callback(shot.queue_free)