## VERTICAL SLICE - NOT FOR PRODUCTION ## 站桩本体:B 区主角/敌人无框立绘+底座+血条+顺位/意图徽标的世界精灵(Node2D)。 ## 站桩形态为定案——禁回卡片式;立绘素材缺位回退字形占位;击杀呈现禁瞬消(灰化塌陷)。 ## 无 class_name——经 preload 引用;壳层坐标换算单点在 BattleStageView.world_to_shell()。 extends Node2D const CHARGE_SKILL_IDS := ["heavy"] # 护甲类型图标占位——形状+色相双通道(art-bible):轻甲=◇ 灰石中性 / 魔法护甲=◆ 小人蓝 / # 重甲=▣ 深金(避开 Boss 专属紫赤与妨害紫)。 const ARMOR_ICONS := {"light": "◇", "ward": "◆", "heavy": "▣"} # 名行/底座纵向预算余量(盒底−1px「声明值刚好=容器值」系高危写法; # ≥8px 硬余量 + 字形下探预算 ⇒ 12;取值不属色板,不进 ui_kit) const STANDEE_FOOT_MARGIN := 12.0 var box := Vector2(150, 176) # 站桩盒尺寸(实际高随壳层 row 布局注入) var font: Font = null # 世界字体槽位(null = ThemeDB.fallback_font——world.world_font 注入) var slot_row: StatusSlotRow # 状态效果唯一展示面 = 壳层伴随件(挂 BattleStageView 壳层,本体进世界) var _kind := "enemy" var _portrait_sprite: Sprite2D = null # 资产挂点(null = 未落位,字形在位) var _portrait_tex: Texture2D = null # 落位纹理引用(set_portrait_texture 装载;字形回退判据) var _portrait_flip := false # 主角三态切换:state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理 # (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。 var _hero_tex := {} enum HeroState { IDLE, RESET, ATTACK, HIT } # 主角三态+复位哨兵(外部 String 契约=register/set 形参零变化) const _HS_NAME := {HeroState.IDLE: "idle", HeroState.RESET: "reset", HeroState.ATTACK: "attack", HeroState.HIT: "hit"} const _HS_VALUE := {"idle": HeroState.IDLE, "reset": HeroState.RESET, "attack": HeroState.ATTACK, "hit": HeroState.HIT} var _hero_state: int = HeroState.IDLE var _state_revert_tw: Tween var _order := 1 var _intent_glyph := "" var _intent_col := Color.WHITE var _intent_visible := false var _intent_scale := 1.0: # 意图弹入动画参数 set(v): _intent_scale = v queue_redraw() var _glyph_rot := 0.0: # 立绘前倾角(贴图态无此动画) set(v): _glyph_rot = v queue_redraw() var _display_name := "" var _enemy_id := "" var _armor := "light" var _dead := false var _hp_max := 1.0 var _hp_cur := 0 # 血量数字显示面(HUD框架 验收「血量数字可读」) var hp_value := 1.0: # 血条值 0..1(直角递减——tween_property 目标,逐行刷新重启不累积) set(v): hp_value = clampf(v, 0.0, 1.0) queue_redraw() var _hp_tween: Tween var _hp_flash_tw: Tween func _init(kind: String = "enemy") -> void: _kind = kind func _efont() -> Font: return font if font != null else ThemeDB.fallback_font func display_name() -> String: return _display_name # 血条存在性探针出口(世界直角血条常在) var has_world_hp_bar := true # 意图徽标探针出口 func intent_probe() -> Dictionary: return {"visible": _intent_visible, "text": _intent_glyph} # 名字行探针出口 func name_line_probe() -> Dictionary: return {"name": _display_name, "armor_icon": String(ARMOR_ICONS.get(_armor, "◇"))} # ---- setter 面(presenter/组合根零改排) ---- # data = 战斗结算 presentation_snapshot enemies[] 投影:{order, display_name, hp, max_hp, enemy_id, # pending_skill/pending_type/pending_name, effects[](敌方 side 增益——各立绘同值呈现)} func set_data(d: Dictionary) -> void: _display_name = String(d.get("display_name", "敌人")) _enemy_id = String(d.get("enemy_id", "")) _armor = String(d.get("armor_type", "light")) _hp_max = float(maxi(1, int(d.get("max_hp", 1)))) _set_hp(int(d.get("hp", 0))) set_order(int(d.get("order", 1))) set_pending(String(d.get("pending_type", "")), String(d.get("pending_skill", ""))) set_effects(d.get("effects", [])) _refresh_portrait_glyph() if _dead and int(d.get("hp", 0)) > 0: _revive() queue_redraw() func set_hero(hp: int, max_hp: int) -> void: _hp_max = float(maxi(1, max_hp)) _set_hp(hp) if _dead and hp > 0: _revive() # 新战斗开场 HP 回正——主角死亡残位随之复活(敌侧 set_data 同款语义) # 血条短 tween 递减(直角递减占位);逐行刷新时重启 tween 不累积 func _set_hp(hp: int) -> void: _hp_cur = clampi(hp, 0, int(_hp_max)) var target := float(_hp_cur) / _hp_max if _hp_tween != null and _hp_tween.is_valid(): _hp_tween.kill() _hp_tween = create_tween() _hp_tween.tween_property(self, "hp_value", target, UiKit.motion(0.15)) # 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位) func set_effects(effects: Array) -> void: if slot_row == null: return slot_row.set_effects(effects) slot_row.visible = not effects.is_empty() # battle_over:状态图标行全清可见反馈(微文案挂伴随件父层 = 壳层) func set_effects_cleared_feedback() -> void: if slot_row == null: return slot_row.visible = true slot_row.set_cleared_feedback() var note := UiKit.label("状态随战斗结束消散",UiKit.FS_CAPTION, false, UiKit.STONE_FAINT) note.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER note.mouse_filter = Control.MOUSE_FILTER_IGNORE var parent := slot_row.get_parent() if parent != null: parent.add_child(note) note.position = slot_row.position + Vector2((slot_row.size.x - 134.0) * 0.5, slot_row.size.y) var tw := create_tween() tw.tween_interval(1.2) tw.tween_property(note, "modulate:a", 0.0, UiKit.motion(0.8)) tw.tween_callback(note.queue_free) func set_order(i: int) -> void: # 顺位徽标 = 行主序生成序(固定顺位——敌人系统 顺位标记义务) _order = i queue_redraw() # 摇定动作渲染(三档可见性):pending_type = 战斗结算 快照投影(basic/damage/buff/debuff; # "" = 未摇定/死亡残位)。不显示技能名——类型级图标 + 一次性动作动画。 func set_pending(ptype: String, pid: String) -> void: if _dead: _intent_visible = false queue_redraw() return if ptype == "" or ptype == "basic": _intent_visible = false # 普通攻击零表示(完全不可预测——§2.4) queue_redraw() return var glyph := "⚔" # 攻击系(damage) var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——预告语义归封印色独占〔现行封印黑〕) if ptype == "buff": glyph = "✦" # 增益系 col = UiKit.HERO_BLUE_DEEP # 深档墨(浅垫牌上 ≥4.5:1) elif ptype == "debuff": glyph = "☠" # 妨害系 col = UiKit.DEBUFF_PURPLE if pid in CHARGE_SKILL_IDS: col = UiKit.GOLD_INK # 重击类蓄力档(深金墨——浅垫牌上 ≥4.5:1) _intent_glyph = glyph _intent_col = col _intent_visible = true _play_intent_motion() # 意图三档动作动画(§4.6.4 三档:①普通攻击=零表示〔set_pending 早退〕 # ②特殊准备=徽标弹入+二次弹跳(高举语义,运动手段 §2)③重击/硬化=缓推蓄力+定格微顿+回落; # 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。 func _play_intent_motion() -> void: var tw := create_tween() tw.tween_property(self, "_intent_scale", 1.6, UiKit.motion(0.10)) tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.16)) tw.parallel().tween_property(self, "_glyph_rot", 4.0, UiKit.motion(0.10)) tw.tween_property(self, "_glyph_rot", 0.0, UiKit.motion(0.14)) if _intent_col == UiKit.GOLD_DEEP: tw.tween_property(self, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推 tw.tween_interval(UiKit.motion(0.40)) # 定格微顿 tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.18)) else: tw.tween_property(self, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举) tw.tween_property(self, "_intent_scale", 1.0, UiKit.motion(0.13)) # 资产挂点:tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。 # flip = 立绘朝向翻转(素材基准朝左时传 true 呈现朝右)。盒高 96px = 48px 立绘源整数 2× # (圣经 §8.2 禁非整数缩放)——源换代时随源重算。 func set_portrait_texture(tex: Texture2D, flip: bool = false) -> void: _portrait_flip = flip if tex == null: if _portrait_sprite != null: _portrait_sprite.visible = false queue_redraw() return _portrait_tex = tex if _portrait_sprite == null: _portrait_sprite = Sprite2D.new() _portrait_sprite.centered = false _portrait_sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST # 像素帧放大防糊 add_child(_portrait_sprite) _portrait_sprite.texture = tex _portrait_sprite.flip_h = flip _portrait_sprite.visible = true _place_portrait() func _place_portrait() -> void: # 立绘盒 = (0,44)-(box.x, box.y-36);48 源 ×2 整数档居中 if _portrait_sprite == null or _portrait_tex == null: return var box_h := box.y - 44.0 - 36.0 var w := _portrait_tex.get_width() * 2.0 var h := _portrait_tex.get_height() * 2.0 _portrait_sprite.scale = Vector2(2.0, 2.0) # 整数 2×(C5) _portrait_sprite.position = Vector2((box.x - w) * 0.5, 44.0 + (box_h - h) * 0.5) func mark_dead() -> void: if _dead: return _dead = true modulate = Color(0.62, 0.62, 0.62, 0.9) var tw := create_tween() tw.tween_property(self, "rotation_degrees", 2.5, UiKit.motion(0.12)) tw.tween_property(self, "rotation_degrees", -1.5, UiKit.motion(0.1)) tw.tween_property(self, "rotation_degrees", 0.0, UiKit.motion(0.08)) _spawn_death_shards() # 碎裂退场(§4.6.4 语义硬规则:灰化+碎裂禁瞬间消失;§8.4 v2 冻结 5 块 0.45s) _refresh_portrait_glyph() _intent_visible = false # 死亡残位意图退位 _set_hp(0) if slot_row != null: slot_row.visible = false # 状态行随 mark_dead 同拍隐藏 # ---- 演出密度(程序化 tween,零新帧资产) ---- const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值) const HIT_SPARK_N := 6 # 命中火花数(打击瞬间可读性一拍) var _death_shards := 0 # 探针出口计数(碎块节点回收后仍保留读数) var _hit_sparks := 0 # 探针出口计数(命中火花累计) var _flash_count := 0 # 探针出口计数(受击闪白触发次数——主角路由断言面) # 死亡碎块弹飞:立绘盒中心五块碎石抛物线散落(程序化色块——确定性散布,禁全局随机) func _spawn_death_shards() -> void: _death_shards = DEATH_SHARD_N var center := _portrait_rect().get_center() for i in DEATH_SHARD_N: var shard := ColorRect.new() shard.color = UiKit.STONE if i % 2 == 0 else UiKit.STONE.darkened(0.2) shard.size = Vector2(7, 5) + Vector2(2, 0) * float(i % 2) shard.mouse_filter = Control.MOUSE_FILTER_IGNORE shard.position = center + Vector2(float(i % 3) - 1.0, float(i / 3) - 0.5) * 6.0 shard.rotation = float(i) * 0.7 add_child(shard) var dir := Vector2((float(i % 3) - 1.0) * 30.0, -36.0 - 6.0 * float(i / 3)) var peak := shard.position + dir var stw := shard.create_tween() stw.tween_property(shard, "position", peak, UiKit.motion(0.18)).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT) stw.tween_property(shard, "position", peak + Vector2(dir.x * 0.4, 52.0), UiKit.motion(0.27)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN) stw.parallel().tween_property(shard, "modulate:a", 0.0, UiKit.motion(0.18)).set_delay(UiKit.motion(0.27)) stw.tween_callback(shard.queue_free) # 演出探针出口(fx_probe——死亡碎裂/命中火花/闪白计数断言面) func fx_probe() -> Dictionary: return {"death_shards": _death_shards, "hit_sparks": _hit_sparks, "flash_count": _flash_count} # 命中瞬间打击特效:立绘盒中心六枚短火花放射(程序化色块,确定性方向 # i*60°——禁全局随机;亮金/暖白交替=物理打击语义,不占 危险红=雷 与 奖励金=收益 的语义位)。 # 弹道到达拍由 battle_stage_view 调度(on_step_row_fx 延迟 0.33s≈弹道飞行)。 func play_hit_impact() -> void: var center := _portrait_rect().get_center() for i in HIT_SPARK_N: _hit_sparks += 1 var spark := ColorRect.new() spark.color = UiKit.GOLD_LIT if i % 2 == 0 else UiKit.WARM spark.size = Vector2(4, 3) spark.mouse_filter = Control.MOUSE_FILTER_IGNORE spark.position = center - spark.size * 0.5 add_child(spark) var ang := TAU * float(i) / float(HIT_SPARK_N) var dir := Vector2(cos(ang), sin(ang)) * 16.0 var stw := spark.create_tween() stw.tween_property(spark, "position", spark.position + dir, UiKit.motion(0.12)).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT) stw.parallel().tween_property(spark, "modulate:a", 0.0, UiKit.motion(0.12)) stw.tween_callback(spark.queue_free) func is_dead() -> bool: return _dead # 受击闪白(结算演出占位——§2.2 受击反馈;强度时长维持现行) func flash_hit() -> void: _flash_count += 1 if _hp_flash_tw != null and _hp_flash_tw.is_valid(): _hp_flash_tw.kill() _hp_flash_tw = create_tween() _hp_flash_tw.tween_property(self, "modulate", Color(1.6, 1.4, 1.2), UiKit.motion(0.08)) _hp_flash_tw.tween_property(self, "modulate", Color(1, 1, 1) if not _dead else Color(0.62, 0.62, 0.62, 0.9), UiKit.motion(0.2)) func _revive() -> void: _dead = false modulate = Color(1, 1, 1) rotation_degrees = 0.0 if _kind == "hero": _hero_state = HeroState.RESET # 强制回 idle 态(绕过同态早退) set_hero_state("idle") _refresh_portrait_glyph() if slot_row != null: slot_row.visible = true queue_redraw() func _refresh_portrait_glyph() -> void: queue_redraw() func _portrait_glyph() -> String: # 字形回退仅作缺位兜底(八敌真图落位;相对体量语义由 48px 档统一比例承载)。 # 缺位态:主角「人」/死亡「✕」/其余「敌」。 if _kind == "hero": return "人" if _dead: return "✕" return "敌" # 立绘落位探针出口(站桩纹理非空断言面;缺位回退链保持的对照面) func portrait_probe() -> Dictionary: return {"has_tex": _portrait_sprite != null and _portrait_sprite.texture != null} # ---- 主角三态切换(攻击演出→attack/受击→hit/结算回 idle;§8.4 帧数档挂点) ---- # 组合点注册(battle_stage_view _init——UiKit 常量 load_tex,缺位 null 不注册=该态保持现纹理) func register_hero_state(state: String, tex: Texture2D) -> void: if tex != null: _hero_tex[state] = tex # 状态切换:现纹理换注册态(attack/hit);未注册态名或缺位 = 保持现纹理不炸。 # 非 idle 态自动短驻回归 idle(0.35s——演出一拍即回,结算收尾另有显式 idle 兜底)。 func set_hero_state(state: String) -> void: var target: int = _HS_VALUE.get(state, -1) if _kind != "hero" or target == _hero_state: return if not _hero_tex.has(state) and state != "idle": return _hero_state = target if _portrait_sprite != null and _hero_tex.has(state): _portrait_sprite.texture = _hero_tex[state] if _state_revert_tw != null and _state_revert_tw.is_valid(): _state_revert_tw.kill() if state != "idle": _state_revert_tw = create_tween() _state_revert_tw.tween_interval(UiKit.motion(0.35)) _state_revert_tw.tween_callback(_settle_hero_idle) func _settle_hero_idle() -> void: _hero_state = HeroState.IDLE if _portrait_sprite != null and _hero_tex.has("idle"): _portrait_sprite.texture = _hero_tex["idle"] # 三态探针出口(fx_probe——当前态名+注册态集合) func hero_state_probe() -> Dictionary: return {"state": _HS_NAME.get(_hero_state, "idle"), "registered": _hero_tex.keys()} func _portrait_color() -> Color: return UiKit.HERO_BLUE if _kind == "hero" else UiKit.RED_DEEP # 立绘盒矩形(世界局部):(0,44)-(box.x, box.y-36)——贴图与字形共用 func _portrait_rect() -> Rect2: return Rect2(0, 44, box.x, box.y - 80.0) # 石板地台矩形(_draw 与 content_rect 共用几何——单一来源防两处漂移) func _pedestal_rect() -> Rect2: return Rect2(18.0, box.y - 18.0, box.x - 36.0, 12.0) # 绘制内容矩形(世界局部;ui_struct_probe ⑥standee「不出框+下余量≥8px」断言读数面—— # 最低绘制元素 = 底座下缘) func content_rect() -> Rect2: return Rect2(0.0, 0.0, box.x, _pedestal_rect().end.y) func _draw() -> void: var f := _efont() # 椭圆落影(圣经 §6.1 地台落影压脚:方向稿椭圆 (0,0,0,70),压在地台 # 上缘周围;24 段多边形近似椭圆,中心=台面上方 6px、横半径=台宽一半) var sh_center := Vector2(box.x * 0.5, box.y - 24.0) var sh_rx := (box.x - 36.0) * 0.5 var sh_ry := 9.0 var pts := PackedVector2Array() for i in 24: var ang := TAU * float(i) / 24.0 pts.append(sh_center + Vector2(cos(ang) * sh_rx, sin(ang) * sh_ry)) draw_colored_polygon(pts, Color(0, 0, 0, 0.27)) # 石板地台(v3.5——方向稿取色:板身/描边/顶缘受光线 2px——取色单点收 UiKit.STAND_STONE 族 # ;几何沿用现行底座位〔margin 18/高 12——按方向稿对齐〕) var ped := _pedestal_rect() draw_rect(ped, UiKit.STAND_STONE, true) draw_rect(ped, UiKit.STAND_STONE_EDGE, false, 1.0) draw_rect(Rect2(ped.position.x, ped.position.y, ped.size.x, 2.0), UiKit.STAND_STONE_RIM, true) # 血条(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③);血条几何左 8 / 右 -8 var bar_x := 8.0 if _kind == "enemy": var order_txt := String("①②③"[clampi(_order - 1, 0, 2)]) f.draw_string(get_canvas_item(), Vector2(bar_x, 12), order_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT) bar_x += 20.0 var bar_w := box.x - 8.0 - bar_x draw_rect(Rect2(bar_x, 2, bar_w, 10), Color(0.10, 0.10, 0.11)) # 条底(引擎默认主题深底近似平移) var fill_w := bar_w * hp_value if fill_w > 0.0: draw_rect(Rect2(bar_x, 2, fill_w, 10), Color(0.41, 0.61, 0.91)) # 直角填充(默认主题蓝近似——直角递减) # 血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于 10px 条带垂直居中; # 数字=目标值即时刷新,条 tween 只管填充宽度;死残位 0/max 照常可读) var hp_txt := "%d/%d" % [_hp_cur, int(_hp_max)] var hts: Vector2 = f.get_string_size(hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11) # 对比度垫牌(白 α.95 直压蓝条 2.67:1 违 §7.2; # 中央垫 HP_BAR_BACK 深素牌 = 14.3:1;牌宽=字宽+8〔白名单取 8〕,高=条带全高;§4.1 数字色牌原则) draw_rect(Rect2(bar_x + (bar_w - hts.x) * 0.5 - 4.0, 2.0, hts.x + 8.0, 10.0), UiKit.HP_BAR_BACK, true) var hbase := Vector2(bar_x + (bar_w - hts.x) * 0.5, 2.0 + 5.0 + 4.0) f.draw_string(get_canvas_item(), hbase + Vector2(1, 1), hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(0.10, 0.08, 0.06, 0.85)) f.draw_string(get_canvas_item(), hbase, hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11, Color(1, 1, 1, 0.95)) # 立绘:贴图在位 = Sprite2D(set_portrait_texture 落位);缺位 = 字形回退 if _portrait_sprite == null or _portrait_sprite.texture == null or not _portrait_sprite.visible: var prect := _portrait_rect() var glyph := _portrait_glyph() var center := prect.get_center() # 坐标系注记:draw_set_transform 原点已置于 center——draw_string 的 # pos 是**变换后的局部坐标**,须传相对 center 的偏移(-w/2 水平居中、+0.35h 基线下移); # 传绝对 center 会成双重偏移、把字形画到盒外。 draw_set_transform(center, deg_to_rad(_glyph_rot), Vector2.ONE) var ts := f.get_string_size(glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 42) f.draw_string(get_canvas_item(), Vector2(-ts.x * 0.5, ts.y * 0.35), glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 42, _portrait_color()) draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE) # 意图徽标(敌 only——立绘上半部居中悬浮,CENTER_TOP 74..98 等价):弹入 scale 动画 if _intent_visible: var icenter := Vector2(box.x * 0.5, 86.0) draw_set_transform(icenter, 0.0, Vector2(_intent_scale, _intent_scale)) var its := f.get_string_size(_intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15) # 对比度垫牌(四色墨直压立绘纹理/暗舞台底 1.5-3.3:1 违 §7.2 # 「文字禁直压纹理底」;垫 PANEL_DATA 素牌后 atk 5.3/buf 4.8/debuff 4.7/charge 4.9 全 ≥4.5:1; # atk/debuff 零换墨、buf 换 HERO_BLUE_DEEP、charge 换 GOLD_INK;随弹入 transform 同步缩放) draw_rect(Rect2(-its.x * 0.5 - 4.0, -its.y * 0.75, its.x + 8.0, its.y * 1.1), UiKit.PANEL_DATA, true) f.draw_string(get_canvas_item(), Vector2(-its.x * 0.5, its.y * 0.35), _intent_glyph, HORIZONTAL_ALIGNMENT_LEFT, -1, 15, _intent_col) # 局部坐标(同上注记——双重偏移修复) draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE) # 底座下 护甲类型图标+名字 常驻行(敌 only——AC 数值不展示,类型图标化) if _kind == "enemy": var armor_txt := String(ARMOR_ICONS.get(_armor, "◇")) var col: Color = UiKit.WARM_FAINT # 轻甲 = 暖白弱化(v3.5 暗底双色墨制) match _armor: "ward": col = UiKit.HERO_BLUE_BRIGHT # 魔法护甲 = 小人蓝亮档 "heavy": col = UiKit.GOLD_BRIGHT # 重甲 = 金族亮档 var name_w := f.get_string_size(_display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x var armor_w := f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x var total_w := armor_w + 3.0 + name_w var baseline := Vector2((box.x - total_w) * 0.5, box.y - 1.0 - STANDEE_FOOT_MARGIN) # 纵向余量纪律 f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col) f.draw_string(get_canvas_item(), baseline + Vector2(armor_w + 3.0, 0), _display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiKit.WARM) # v3.5 暗底双色墨制