## VERTICAL SLICE - NOT FOR PRODUCTION ## 局内状态面板·只读:钥石余额与进度概览(入口=两屏角标,本类不含入口)。 ## 账面快照由组合根 open_status 喂入;进出零动效直开直关;构成件全部经 UiKit 工厂产出——禁裸色值自建样式。 class_name StatusPanel extends Control signal closed var _balance_badge: UiKit.KeystoneBadge # 钥石余额徽(badge 工厂件——Q10 甲) var _workshop_holder: VBoxContainer var _tree_label: Label func _init() -> void: var shell: Dictionary[Variant, Variant] = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(560, 0), 10, true, UiKit.panel_skinned(Vector4(20, 16, 20, 16))) # 石板皮(缺位回退数据板——同设置面先例) var box: VBoxContainer = shell.box var title := UiKit.label("状态",UiKit.FS_TITLE, true, UiKit.INK_TITLE) title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(title) var hint := UiKit.label("查看本局钥石与永久强化进度(只读——购买请回营地)",UiKit.FS_HINT, false, UiKit.INK_HINT) hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(hint) # 钥石余额行(badge 工厂件——与营地顶栏钥石徽同形制) var bal_row := HBoxContainer.new() bal_row.alignment = BoxContainer.ALIGNMENT_CENTER box.add_child(bal_row) _balance_badge = UiKit.keystone_badge("钥石 0") bal_row.add_child(_balance_badge) box.add_child(HSeparator.new()) _section_head(box, "道具工坊 · 解锁态") _workshop_holder = _section_holder(box) _section_head(box, "天赋树 · 已购概览") _tree_label = UiKit.label("",UiKit.FS_HINT, false, UiKit.INK_LABEL) _tree_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART box.add_child(_tree_label) box.add_child(HSeparator.new()) var close_row := HBoxContainer.new() close_row.alignment = BoxContainer.ALIGNMENT_CENTER box.add_child(close_row) var close_btn := UiKit.button("继续", 90.0) # 紧凑返回钮(设置面先例形制;文案=代拍板白名单「继续」级措辞) close_btn.tooltip_text = "关闭状态面板,继续当前冒险(本层只读,不发生任何购买或修改)" close_btn.pressed.connect(_emit_closed) close_row.add_child(close_btn) visible = false # 显式初始化——不靠树序巧合(缺陷⑤家族纪律) # 分组小节头(营地屏分组同构——fs 副标题档深墨) func _section_head(box: VBoxContainer, text: String) -> void: var head := UiKit.label(text,UiKit.FS_BODY, true, UiKit.INK_LABEL) box.add_child(head) func _section_holder(box: VBoxContainer) -> VBoxContainer: var holder := VBoxContainer.new() holder.add_theme_constant_override("separation", 4) box.add_child(holder) return holder # ---- 开层(组合根唯一调用口——快照随开随建,R4 单次开层生命周期口径)---- func open_status(data: Dictionary) -> void: _balance_badge.set_text("钥石 %d" % int(data.get("balance", 0))) _rebuild_workshop(data) _rebuild_tree(data) visible = true # 道具工坊六行(解锁态文案与营地柜台同口径——退役/封存/已解锁/未解锁;进度=解锁判定量读数) # 秘宝匣 12 行只读概览(数据源=treasure_shop_status 投影, # 解锁态文案与营地柜台同口径;进度列=解锁混合制三形态:钥石价/条件进度拼接/已入手) func _rebuild_workshop(data: Dictionary) -> void: for c in _workshop_holder.get_children(): c.queue_free() for row in (data.get("workshop", []) as Array): var line := HBoxContainer.new() line.add_theme_constant_override("separation", 8) var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK) name_l.custom_minimum_size = Vector2(120, 0) name_l.clip_text = true name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(name_l) var unlocked := bool(row.get("unlocked", false)) var prog_text := "已入手" if not unlocked: if String(row.get("mode", "")) == "keystone": prog_text = "钥石 %d" % int(row.get("price", 0)) else: var parts: Array[String] = [] for req_v in (row.get("reqs", []) as Array): var req: Dictionary[Variant, Variant] = req_v as Dictionary var lbl := String(UiKit.TREASURE_REQ_LABELS.get(String(req.get("key", "")), "条件")) parts.append("%s %d/%d" % [lbl, int(req.get("progress", 0)), int(req.get("threshold", 0))]) prog_text = "、".join(parts) var prog_l := UiKit.label(prog_text,UiKit.FS_HINT, false, UiKit.INK_HINT) prog_l.custom_minimum_size = Vector2(150, 0) prog_l.clip_text = true prog_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(prog_l) var st_l := UiKit.label("已解锁" if unlocked else "未解锁",UiKit.FS_HINT, true, UiKit.INK_LABEL) st_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL line.add_child(st_l) _workshop_holder.add_child(line) # 天赋树已购概览(单条聚合文案——已购节点等级 + Fork 组激活侧;零已购=空态句) func _rebuild_tree(data: Dictionary) -> void: var owned: Array[String] = [] for row in (data.get("tree", []) as Array): var lvl := int(row.get("level", 0)) if lvl > 0: owned.append("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, int(row.get("cap", 1))]) for fg in (data.get("fork_groups", []) as Array): var active := String(fg.get("active_side", "")) if active == "": continue var side_name := active for sd in (fg.get("sides", []) as Array): if String(sd.get("side", "")) == active: side_name = String(sd.get("display_name", active)) break owned.append("%s·激活 %s" % [String(fg.get("display_name", "")), side_name]) if owned.is_empty(): _tree_label.text = "尚未购买任何节点(天赋树在营地主柜台)" else: _tree_label.text = "已购 %d 项:%s" % [owned.size(), " · ".join(owned)] func _emit_closed() -> void: closed.emit()