## VERTICAL SLICE - NOT FOR PRODUCTION ## 商店覆盖层(模态):legacy 固定三件面与 pool 共享池货架面双承载,购买/离开/刷新意图经信号外发。 ## 商品/货架快照与余额经组合根投喂(现价=runner 投影)——本类零定价复算。 class_name ShopOverlay extends Control signal buy_requested(product_id: String) # legacy=product_id / pool=kind_id(组合根按模式分发) signal leave_pressed 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) const KIND_LABELS := {"attack": "攻击", "max_hp": "生命上限", "armor": "护甲", "ap": "行动点", "heal": "回复", "feat_ticket": "专长凭证"} # 货架件值文案轴(共享池 kind 词表——迭代 11 第②批) var _gp_label: Label var _refresh_btn: Button # M6 呈现位——MC-1 起由 set_refresh_display 投喂启用 signal refresh_requested # MC-1:刷新意图(pool 面;组合根接 presenter.on_shop_refresh) var _visit_label: Label # T6 爬价规则行(demo .svisit——已购件数/现价倍数由 presenter 投喂) var _cards_box: VBoxContainer var _foot_hint: Label # T6 底注(demo .shop-foot .hint) var _card_rows: Array[Dictionary] = [] # [{product_id, price, bought, btn}]——refresh_state 就地重刷(零重建回流) var _shelf_rows: Array[Dictionary] = [] # [{kind_id, btn}]——pool 面卡片(买后整架重建=重抽反馈) func _init() -> void: # 全屏页形态(demo ⑤ #v-shop——06 在册 D2 商店全屏化/D1 竖卡 # 232×352 落地)——暖亮底+石纹弱质感+暗角(UiKit.page_shell)+56px 通栏顶条(标题+刷新图标钮/ # 角标+GP 框)+ 爬价规则行 + bcard 三竖卡居中 + 底部离开钮与池源注记。 # M6 遗产:库存余量退役(关卡节点地图 v1.5-a 用户裁);刷新钮呈现位照摆(机制=MC-1 投喂)。 # legacy 面(open_shop)行卡同壳呈现(shop=off 对照承载原样)。高内聚边界不变:纯视图 setter 面。 var page: Dictionary[Variant, Variant] = UiKit.page_shell(self, true) var top: HBoxContainer = page.top_row top.add_child(UiKit.label("商 店",UiKit.FS_TITLE, 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.disabled = true # MC-1 投喂后启用(set_refresh_display) _refresh_btn.pressed.connect(_emit_refresh_requested) top.add_child(_refresh_btn) var stock_badge := UiKit.label("0",UiKit.FS_CAPTION, true, UiKit.INK_ON_GOLD) stock_badge.mouse_filter = Control.MOUSE_FILTER_IGNORE stock_badge.set_anchors_preset(Control.PRESET_TOP_RIGHT) stock_badge.offset_left = -22.0 stock_badge.offset_top = -6.0 _refresh_btn.add_child(stock_badge) var gp_chip := PanelContainer.new() gp_chip.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.CANDLE, UiKit.CAMP_HEADER_BAND,UiKit.RADIUS_OBJECT, 1, Vector4(12, 4, 12, 4))) top.add_child(gp_chip) _gp_label = UiKit.label("GP 0",UiKit.FS_BODY, true, UiKit.INK_ON_GOLD) gp_chip.add_child(_gp_label) var box: VBoxContainer = page.box _visit_label = UiKit.label("",UiKit.FS_BODY, false, UiKit.WARM_SOFT) _visit_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_visit_label) _cards_box = VBoxContainer.new() _cards_box.size_flags_vertical = Control.SIZE_EXPAND_FILL _cards_box.alignment = BoxContainer.ALIGNMENT_CENTER # 卡片区垂直居中 _cards_box.add_theme_constant_override("separation", 8) box.add_child(_cards_box) var foot := HBoxContainer.new() foot.alignment = BoxContainer.ALIGNMENT_CENTER foot.add_theme_constant_override("separation", 16) box.add_child(foot) var leave_btn := UiKit.button("离开商店") leave_btn.pressed.connect(_emit_leave_pressed) foot.add_child(leave_btn) _foot_hint = UiKit.label("货架与奖励三选一同一池 · 池空即空架关店",UiKit.FS_HINT, false, UiKit.WARM_FAINT) foot.add_child(_foot_hint) visible = false # 爬价规则行投喂(demo .svisit——buys<0 = legacy 面隐藏行;mult=pow(price_a, buys) 由 presenter 算) func set_visit_info(buys: int, price_a: float) -> void: if buys < 0: _visit_label.text = "" return var mult := pow(price_a, float(buys)) _visit_label.text = "本次进店已购 %d 件 · 现价 %s | 买 1 件 → 三件全换新 · 全场涨价 ×%s" % [ buys, _xnum(mult), _xnum(price_a)] func _xnum(v: float) -> String: return "×%d" % int(round(v)) if absf(v - roundf(v)) < 0.005 else "×%.2f" % v # 打开商店(products = runner.shop_products() 投影——[{product_id, display_name, attr, flat_value, price, purchased}]) func open_shop(products: Array, gp: int) -> void: for child in _cards_box.get_children(): child.queue_free() _card_rows.clear() for p in products: _card_rows.append(_build_card(p)) refresh_state(products, gp) visible = true # 状态重刷(购买/钱包变化后调用——就地改文案与按钮禁用态,零重建) func refresh_state(products: Array, gp: int) -> void: _gp_label.text = "GP %d" % gp var by_id := {} for p in products: by_id[String(p.product_id)] = p for card in _card_rows: var p: Dictionary[Variant, Variant] = by_id.get(String(card.product_id), {}) if p.is_empty(): continue card.price.text = "现价 %d GP" % int(p.price) card.bought.text = "已购 %d 档" % int(p.purchased) card.btn.disabled = gp < int(p.price) # 余额不足禁用置灰 # 商品卡(显示名 + 档位文案 | 现价 | 已购档数 | 购买按钮) func _build_card(p: Dictionary) -> Dictionary: var card := PanelContainer.new() card.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.BG_OVERLAY, UiKit.GOLD_DIM,UiKit.RADIUS_OBJECT, 1, Vector4(12, 6, 12, 6))) var row := HBoxContainer.new() row.add_theme_constant_override("separation", 14) card.add_child(row) var name_l := UiKit.label(_card_title(p),UiKit.FS_BODY, true, UiKit.WARM_SOFT) # 显式传墨:bold 缺省 INK_LABEL 压暗底行卡 1.12:1 越带,换暖白次级 9.53:1 name_l.custom_minimum_size = Vector2(190, 0) row.add_child(name_l) var price_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.WARM_SOFT) price_l.custom_minimum_size = Vector2(110, 0) row.add_child(price_l) var bought_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.WARM_FAINT) row.add_child(bought_l) var btn := UiKit.button("购买", 0.0) # 行卡紧凑钮豁免宽度基准 btn.pressed.connect(_emit_buy_requested.bind(p)) row.add_child(btn) _cards_box.add_child(card) return {"product_id": String(p.product_id), "price": price_l, "bought": bought_l, "btn": btn} # 卡题 = 显示名 + 档位文案(attr →「攻击 +1」形) func _card_title(p: Dictionary) -> String: var attr := String(p.get("attr", "")) return "%s(%s %+d)" % [String(p.get("display_name", "")), String(ATTR_LABELS.get(attr, attr)), int(p.get("flat_value", 0))] func _emit_leave_pressed() -> void: leave_pressed.emit() func _emit_buy_requested(p: Dictionary) -> void: buy_requested.emit(String(p.product_id)) # ---- 共享池货架面(M-4 迭代 11 第②批 T4——P3 甲程序占位,三选一同构卡;UiKit 既有件)---- # 打开/重刷货架(cards = runner.shop_shelf() 投影——[{kind_id, display_name, value, price, stock_left}])。 # 买后组合根重投喂新货架 = 整架重建呈现(三件全重抽反馈——未买不保留);空架 = 池空硬闸合法态。 func open_shelf(cards: Array, gp: int) -> void: for child in _cards_box.get_children(): child.queue_free() _shelf_rows.clear() var row := HBoxContainer.new() row.alignment = BoxContainer.ALIGNMENT_CENTER row.add_theme_constant_override("separation", 26) # demo .cards gap 26(T6 对齐) _cards_box.add_child(row) for c in cards: _shelf_rows.append(_build_shelf_card(row, c)) if cards.is_empty(): var empty := UiKit.label("货架售罄——共享池已买空(属性件全冒险共 3+3+3 份 / AP 件 2 份)",UiKit.FS_HINT, false, UiKit.WARM_FAINT) empty.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER row.add_child(empty) refresh_shelf_state(gp) visible = true # 货架余额重刷(就地改禁用态——买后重建路径经 open_shelf 覆盖,本口供 wallet 变化联动) func refresh_shelf_state(gp: int) -> void: _gp_label.text = "GP %d" % gp for card in _shelf_rows: card.btn.disabled = gp < int(card.price) card.card.modulate = Color(1, 1, 1, 1) if gp >= int(card.price) else Color(1, 1, 1, 0.55) if _refresh_btn != null and not _refresh_btn.disabled: _refresh_btn.disabled = gp < _refresh_gp_cost # MC-1 刷新呈现投喂(free_left=天赋位免费剩余[基础 0]/gp_cost=本次 GP 刷新价/can_afford=余额可付) var _refresh_gp_cost := 0 func set_refresh_display(free_left: int, gp_cost: int, can_afford: bool) -> void: _refresh_gp_cost = gp_cost for lab in _refresh_btn.get_children(): if lab is Label: (lab as Label).text = str(free_left) _refresh_btn.tooltip_text = "刷新货架——换一批商品\n免费 %d 次(天赋增益位,基础 0)\nGP 刷新 %d GP(provisional)\n池源=共享池,与奖励三选一同源" % [free_left, gp_cost] _refresh_btn.disabled = not can_afford and free_left <= 0 # 货架卡(bcard 竖卡:类型色带+图标+名+件值描述+价签+购买钮——M6 同构卡;demo ⑤) # 库存余量不再呈现(关卡节点地图 v1.5-a)——数据层 stock_left 仍投喂断点 func _build_shelf_card(holder: Control, c: Dictionary) -> Dictionary: var kind := String(c.get("kind_id", "")) var icon_key := UiKit.TEX_ICON_SWORD var kl := kind.to_lower() if kl.contains("hp") or kl.contains("heal"): icon_key = UiKit.TEX_ICON_HEART elif kl.contains("armor") or kl.contains("shield"): icon_key = UiKit.TEX_ICON_SHIELD elif kl.contains("ap") or kl.contains("action") or kl.contains("pouch"): icon_key = UiKit.TEX_ICON_POUCH var body := "" if kind == "feat_ticket": body = "开一次专长三选一" else: body = "%s %+d(本冒险)" % [String(KIND_LABELS.get(kind, kind)), int(c.get("value", 0))] var card := UiKit.bcard(String(c.get("display_name", kind)), body, UiKit.tg_band(kl), icon_key, # 类型色带单点(N4c/Q4 甲——货架与三选一同源判定,原固定默认带) "%d ◈" % int(c.get("price", 0)), String(KIND_LABELS.get(kind, kind))) var btn := UiKit.button("购买") btn.pressed.connect(_emit_shelf_buy.bind(kind)) card.add_footer(btn) holder.add_child(card) return {"kind_id": kind, "price": int(c.get("price", 0)), "btn": btn, "card": card} func _emit_shelf_buy(kind: String) -> void: buy_requested.emit(kind) func _emit_refresh_requested() -> void: refresh_requested.emit()