## VERTICAL SLICE - NOT FOR PRODUCTION ## 营地覆盖层:树淬炼/锻造工坊/秘宝匣/奖励格图鉴四柜台只读投影,购买与切换意图经信号外发。 ## 柜台锁定态(钥匙未点亮)开/关零副作用——零写档零报错、锁定行纯文案无可交互购买路径。 ## 开合与开始层互斥归组合根承接(打开前隐藏开始层)。 class_name CampOverlay extends Control signal buy_requested(attr: String) signal closed signal attune_toggled(item_id: String) ## 同调装配切换意图(写口唯一归 MetaProgression.toggle_attunement) signal tree_buy_requested(node_id: String) ## 天赋树购买意图(写口唯一归 MetaProgression.tree_buy) signal tree_fork_toggled(group: String, side: String) ## 双态切换意图(一节点双态——零币切态) signal forge_buy_requested(route_id: String) ## 锻造路线购买意图(写口唯一归 MetaProgression.forge_buy_level) signal forge_unlock_requested(route_id: String) ## 锻造路线解锁意图(写口唯一归 MetaProgression.forge_buy_unlock) signal forge_select_requested(route_id: String) ## 锻造路线选中意图(写口唯一归 MetaProgression.forge_select_weapon/armor) # 方向稿取色(柜台头带深棕/行板暖米;双色墨=亮板配深墨)——值单点收 UiKit const HEADER_BAND_COL := UiKit.CAMP_HEADER_BAND const ROW_PLATE_COL := UiKit.CAMP_ROW_PLATE var _balance_label: Label var _tree_holder: VBoxContainer # 树淬炼柜台内容(主界面——脊柱两行+钥匙/socket 行板+Fork 双态钮) var _tree_buy_btns: Array[Dictionary] = [] # [{node_id, btn}]——树购买/解锁钮登记面(open/refresh 重建时刷新;探针消费) var _tree_fork_btns: Array[Dictionary] = [] # [{group, side, btn}]——Fork 双态切换钮登记面(探针消费) var _forge_lock_l: Label # 锻造工坊柜台锁定态行(钥匙未点亮) var _forge_workbench: VBoxContainer # 锻造工坊工作间(钥匙点亮后展开——两区六路线行板) var _forge_zone_weapon: VBoxContainer # 武器锻造区行板容器(三路线) var _forge_zone_armor: VBoxContainer # 护甲锻造区行板容器(三路线) var _forge_rows: Array[Dictionary] = [] # [{route_id, name_l, lvl_l, status_l, buy_btn, unlock_btn, select_btn, next_price, unlock_price}](open/refresh 重建;探针消费) var _ws_scroll: ScrollContainer # 秘宝匣柜台内容容器(钥匙点亮后可见) var _ws_lock_l: Label # 秘宝匣柜台锁定态行 var _workshop_holder: VBoxContainer # 秘宝匣柜台行板(六行+同调装配段+Y 升级行) var _workshop_rows: Array[Dictionary] = [] # [{item_id, progress_l, status_l}] var _attune_header_l: Label # 同调装配段(Slots 点亮呈现) var _attune_btns: Array[Dictionary] = [] # [{item_id, btn}]——装配/卸下切换钮(满位禁选随刷) var _attune_nodes: Array[Control] = [] # 段内节点册(open_camp 重建时定向清理,不扰工坊六行) var _refresh_l: Label # Y 刷新升级行(双入口之一——树上 ks_refresh 同账) var _refresh_btn: Button var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建) func _init() -> void: # 底=不透明暖亮档(半透 dim 会透出底下棋盘/战斗提示条,故须实底;demo #v-camp=bg-bright 实底, # 遮蔽语义由组合根输入锁兜底) var dim := UiKit.modal_dim(self, UiKit.BG_BRIGHT) # 石纹弱质感+暗角(demo .tilebg 0.14/.vignette;缺位不挂即回退平色) var bd := UiKit.backdrop_tile() if bd != null: dim.add_child(bd) dim.add_child(UiKit.vignette_rect()) var root := MarginContainer.new() root.set_anchors_preset(Control.PRESET_FULL_RECT) root.add_theme_constant_override("margin_left", 16) root.add_theme_constant_override("margin_right", 16) root.add_theme_constant_override("margin_top", 12) root.add_theme_constant_override("margin_bottom", 12) dim.add_child(root) var col := VBoxContainer.new() col.add_theme_constant_override("separation", 8) root.add_child(col) # ── 顶栏:左铭牌(标题+副题)/ 右钥石徽 ── var top := HBoxContainer.new() top.add_theme_constant_override("separation", 10) col.add_child(top) var plaque := PanelContainer.new() plaque.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(14, 8, 14, 8))) top.add_child(plaque) var plaque_col := VBoxContainer.new() plaque.add_child(plaque_col) var title := UiKit.label("营地 · 天赋树",UiKit.FS_TITLE, true, UiKit.INK_TITLE) plaque_col.add_child(title) var sub := UiKit.label("营地本身即树——钥石逐节点点亮,属性/规则/工作间都在树上",UiKit.FS_HINT, false, UiKit.STONE_DEEP) # STONE 对铭牌板 3.59:1 越带,换灰石深化 5.98:1 plaque_col.add_child(sub) var spacer := Control.new() spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL top.add_child(spacer) # 钥石徽章烛光黄底+深墨字(demo ②)。UiKit.keystone_badge 工厂单点 var badge := UiKit.keystone_badge("钥石 0") top.add_child(badge) _balance_label = badge.value_label # ── 四柜台并排(程序占位重排)── # 宽度不足横向滚动(四柜 300 min 宽 > 窄窗可用宽时横滚兜底;纵向撑满余高) var camp_scroll := ScrollContainer.new() camp_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL camp_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_AUTO camp_scroll.vertical_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED col.add_child(camp_scroll) var mid := HBoxContainer.new() mid.add_theme_constant_override("separation", 14) mid.size_flags_vertical = Control.SIZE_EXPAND_FILL camp_scroll.add_child(mid) # 柜一·树淬炼(树脊柱界面形态=主界面:一线一节点行板内升级+Fork 双态切换钮) _tree_holder = VBoxContainer.new() _tree_holder.add_theme_constant_override("separation", 6) var tree_scroll := ScrollContainer.new() tree_scroll.custom_minimum_size = Vector2(300, 336) tree_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL tree_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED tree_scroll.add_child(_tree_holder) var tree_panel := _counter_panel("天赋树 · 淬炼", "", tree_scroll, 300) tree_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL tree_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸 mid.add_child(tree_panel) # 柜二·锻造工坊(钥匙门——forge_workshop 点亮前锁定态;点亮=工作间两区六路线行板) _forge_lock_l = UiKit.label("🔒 锻造工坊未开放\n\n点亮树上「锻造工坊」钥匙节点后展开工作间。\n(钥匙免费、无前置——树上直接点亮)",UiKit.FS_HINT, false, UiKit.STONE_DEEP) _forge_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中 _forge_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART _forge_lock_l.custom_minimum_size = Vector2(280, 0) _forge_workbench = VBoxContainer.new() _forge_workbench.add_theme_constant_override("separation", 6) _forge_workbench.visible = false # 默认锁定态(钥匙门未判前零行板——门开才建) _forge_zone_weapon = VBoxContainer.new() _forge_zone_weapon.add_theme_constant_override("separation", 4) _forge_zone_armor = VBoxContainer.new() _forge_zone_armor.add_theme_constant_override("separation", 4) var wb_wh := UiKit.label("── 武器锻造区 ──",UiKit.FS_HINT, true, UiKit.GOLD_INK) # 同款深金墨(对柜台板 5.21:1) _forge_workbench.add_child(wb_wh) _forge_workbench.add_child(_forge_zone_weapon) var wb_ah := UiKit.label("── 护甲锻造区 ──",UiKit.FS_HINT, true, UiKit.GOLD_INK) _forge_workbench.add_child(wb_ah) _forge_workbench.add_child(_forge_zone_armor) var forge_holder := VBoxContainer.new() forge_holder.add_theme_constant_override("separation", 6) forge_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(与树/秘宝匣 scroll 336 min 对齐——锁定态仅锁文也撑住栏高) forge_holder.add_child(_forge_lock_l) forge_holder.add_child(_forge_workbench) var forge_panel := _counter_panel("锻造工坊", UiKit.TEX_ICON_FORGE, forge_holder, 300) forge_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL forge_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸 mid.add_child(forge_panel) # 柜三·秘宝匣(钥匙门——ks_workshop 点亮前锁定态;点亮=现工坊内容整体迁入:六行+同调装配段+Y 升级行) _ws_lock_l = UiKit.label("🔒 秘宝匣未开放\n\n点亮树上「秘宝匣」钥匙节点后展开。\n(前置=脊柱生命第 1 级)",UiKit.FS_HINT, false, UiKit.STONE_DEEP) _ws_lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中 _ws_lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART _ws_lock_l.custom_minimum_size = Vector2(280, 0) _ws_scroll = ScrollContainer.new() _ws_scroll.custom_minimum_size = Vector2(300, 336) _ws_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL _ws_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED _workshop_holder = VBoxContainer.new() _workshop_holder.add_theme_constant_override("separation", 6) _ws_scroll.add_child(_workshop_holder) var ws_holder := VBoxContainer.new() ws_holder.add_theme_constant_override("separation", 6) ws_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(锁定态 scroll 隐、仅锁文也撑住栏高) ws_holder.add_child(_ws_lock_l) ws_holder.add_child(_ws_scroll) var ws_panel := _counter_panel("秘宝匣", UiKit.TEX_ICON_WORKSHOP, ws_holder, 300) ws_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL ws_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸 mid.add_child(ws_panel) # 柜四·奖励格图鉴(常开独立位——结构位预留,内容排 Alpha) var atlas_holder := VBoxContainer.new() atlas_holder.custom_minimum_size = Vector2(0, 336) # 四栏等高(图鉴仅锁文也撑住栏高) var atlas_panel := _counter_panel("奖励格图鉴", UiKit.TEX_ICON_ATLAS, atlas_holder, 300) atlas_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL atlas_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸 mid.add_child(atlas_panel) var lock_l := UiKit.label(" —— 柜台结构位预留:内容排 Alpha(地图战斗资源差异化批)",UiKit.FS_HINT, false, UiKit.STONE_DEEP) lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中 lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART lock_l.custom_minimum_size = Vector2(280, 0) atlas_holder.add_child(lock_l) # ── 底栏:关闭钮(左)/ 操作注记(右)+ 最近冒险条带 ── var close_btn := UiKit.button("关闭营地(回开始界面)") close_btn.pressed.connect(_emit_closed) var bottom := HBoxContainer.new() bottom.add_theme_constant_override("separation", 10) bottom.add_child(close_btn) var spacer2 := Control.new() spacer2.size_flags_horizontal = Control.SIZE_EXPAND_FILL bottom.add_child(spacer2) var caption := UiKit.label("树上点亮 · 工作间随钥匙展开 · 图鉴常开",UiKit.FS_HINT, false, UiKit.WARM_SOFT) bottom.add_child(caption) col.add_child(bottom) _recent_list = UiKit.label("",UiKit.FS_HINT, false, UiKit.WARM_SOFT) _recent_list.clip_text = true _recent_list.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS col.add_child(_recent_list) visible = false # 柜台列面板(方向稿同构):PanelContainer 米板身 + 头带深棕(图标+标题暖白) func _counter_panel(title_text: String, icon_path: String, holder: Control, min_w: int) -> PanelContainer: var panel := PanelContainer.new() panel.custom_minimum_size = Vector2(min_w, 0) panel.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(10, 10, 10, 10))) var vbox := VBoxContainer.new() vbox.add_theme_constant_override("separation", 8) panel.add_child(vbox) var band := PanelContainer.new() band.add_theme_stylebox_override("panel", UiKit.panel_flat(HEADER_BAND_COL, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(10, 5, 10, 5))) vbox.add_child(band) var head := HBoxContainer.new() head.add_theme_constant_override("separation", 6) band.add_child(head) if icon_path != "": var ic := UiKit.icon_rect(icon_path, 32) # 柜台头带 64 源 0.5×;缺位 null → 纯文本回退 if ic != null: head.add_child(ic) var l := UiKit.label(title_text,UiKit.FS_BODY, true, UiKit.WARM) head.add_child(l) vbox.add_child(holder) return panel # ---- 柜台行构建(open_camp 重建;行结构仿 ShopOverlay 商品卡——亮板双色墨制)---- # 天赋树段重建(树淬炼柜台主界面:脉分组行板:节点名/等级/价/购买钮 + Fork 双态切换钮; # 树数据 = 组合根 _camp_data().tree 投影 [{node_id, display_name, vein, kind, level, price, can_buy, # currency}...] + fork_groups [{group, node_id, active_side, owned, can_buy, price, sides:[{side, display_name, effects}]}]) func _rebuild_tree(data: Dictionary) -> void: for c in _tree_holder.get_children(): c.queue_free() _tree_buy_btns.clear() _tree_fork_btns.clear() var tree: Array[Variant] = data.get("tree", []) as Array var forks: Array[Variant] = data.get("fork_groups", []) as Array var vein_names := {"spine": "·脊柱淬炼·", "forge": "·锻造脉·", "keystone": "·钥石脉·", "attune": "·同调脉·"} var last_vein := "" for row in tree: var vein := String(row.get("vein", "")) if vein != last_vein: last_vein = vein var vh := UiKit.label(String(vein_names.get(vein, vein)),UiKit.FS_HINT, true, UiKit.GOLD_INK) # GOLD_DEEP 对柜台板 2.67:1 越带,换深金墨 5.21:1 _tree_holder.add_child(vh) var hb := HBoxContainer.new() hb.add_theme_constant_override("separation", 6) var lvl := int(row.get("level", 0)) var cap := int(row.get("cap", 1)) var name_l := UiKit.label("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, cap], 13, false, UiKit.INK_LABEL) name_l.custom_minimum_size = Vector2(150, 0) name_l.clip_text = true var gate := String(row.get("gate_text", "")) if gate != "": name_l.text += " 🔒" # 等级阈值前置未达标标记(R1 机制位——悬停看门槛;达标后随 refresh 消失) name_l.tooltip_text = "等级门槛:%s" % gate hb.add_child(name_l) if String(row.get("kind", "")) == "fork": continue # Fork 行去行板化——由 fork_groups 段承载双态切换钮 var btn := UiKit.button("购买 %d 钥石" % int(row.get("price", 0)), 0.0) # 柜台行板紧凑钮豁免宽度基准 btn.pressed.connect(func(): tree_buy_requested.emit(String(row.get("node_id", "")))) btn.disabled = not bool(row.get("can_buy", false)) hb.add_child(btn) _tree_buy_btns.append({"node_id": String(row.get("node_id", "")), "btn": btn}) _tree_holder.add_child(hb) for fg in forks: var group := String(fg.get("group", "")) var active := String(fg.get("active_side", "")) var owned := bool(fg.get("owned", false)) var fb := HBoxContainer.new() fb.add_theme_constant_override("separation", 6) var state_txt := "未解锁" if owned: state_txt = "激活:%s" % active var gl := UiKit.label("%s[%s]" % [String(fg.get("display_name", group)), state_txt], 13, false, UiKit.INK_LABEL) fb.add_child(gl) if not owned: var bb := UiKit.button("解锁 %d 钥石" % int(fg.get("price", 0)), 0.0) # 行板紧凑钮豁免 bb.pressed.connect(func(): tree_buy_requested.emit(String(fg.get("node_id", "")))) bb.disabled = not bool(fg.get("can_buy", false)) fb.add_child(bb) _tree_buy_btns.append({"node_id": String(fg.get("node_id", "")), "btn": bb}) else: for side_row in (fg.get("sides", []) as Array): var sd := String(side_row.get("side", "")) var sb := UiKit.button(String(side_row.get("display_name", sd)), 0.0) # 行板紧凑钮豁免 sb.pressed.connect(func(): tree_fork_toggled.emit(group, sd)) fb.add_child(sb) _tree_fork_btns.append({"group": group, "side": sd, "btn": sb}) _tree_holder.add_child(fb) # 工作间钥匙门(锻造工坊/秘宝匣柜台锁定态切换:节点点亮=展开、未点亮=锁定行; # 图鉴常开无门槛。判据读树投影行 level——零核心访问,纯视图) func _refresh_key_gates(data: Dictionary) -> void: var lvl_by_id := {} for row in (data.get("tree", []) as Array): lvl_by_id[String(row.get("node_id", ""))] = int(row.get("level", 0)) var forge_open := int(lvl_by_id.get("forge_workshop", 0)) >= 1 var ws_open := int(lvl_by_id.get("ks_workshop", 0)) >= 1 _forge_lock_l.visible = not forge_open _forge_workbench.visible = forge_open _ws_lock_l.visible = not ws_open _ws_scroll.visible = ws_open # 锻造工坊行板重建(两区六路线;open_camp/refresh_camp 调用。行结构仿秘宝匣行板: # 件名+等级+解锁态+购买/解锁/选中钮。UI 只发意图信号〔契约 9——零核心写调用、零 MetaProgression # 持有〕;钮禁用=常态防线(余额/未解锁/满级/已选中),兜底拒绝可见归 presenter pattern 1) func _rebuild_forge(data: Dictionary) -> void: for zone in [_forge_zone_weapon, _forge_zone_armor]: for c in zone.get_children(): c.queue_free() _forge_rows.clear() if not _forge_workbench.visible: return # 锁定态(钥匙未点亮):零行板零购买路径——占位纪律延续 var bal := int(data.get("balance", 0)) for row in data.get("forge", []): var rid := String(row.get("route_id", "")) var kind := String(row.get("kind", "")) var zone: VBoxContainer = _forge_zone_weapon if kind == "weapon" else _forge_zone_armor var unlocked := bool(row.get("unlocked", false)) var initial := bool(row.get("initial_owned", false)) var lvl := int(row.get("level", 0)) var cap_v := int(row.get("cap", 0)) var next_price := int(row.get("next_price", 0)) var unlock_price := int(row.get("unlock_price", 0)) var card := PanelContainer.new() card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER, UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4))) var line := HBoxContainer.new() line.add_theme_constant_override("separation", 6) card.add_child(line) var name_l := UiKit.label(String(row.get("display_name", "")), UiKit.FS_HINT, true, UiKit.INK) name_l.custom_minimum_size = Vector2(104, 0) name_l.clip_text = true name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(name_l) var lvl_l := UiKit.label("Lv%d/%d" % [lvl, cap_v], 13, false, UiKit.INK_LABEL) lvl_l.custom_minimum_size = Vector2(44, 0) line.add_child(lvl_l) # 解锁态/解锁通道呈现(并联双通道:练满前一档 or 一次性解锁价直购) var st_text := "已解锁" if not unlocked: if initial: st_text = "未解锁" else: st_text = "未解锁 · 练满%s 或 %d 钥石直购" % [String(row.get("prereq_name", "")), unlock_price] elif lvl >= cap_v: st_text = "已满级" var status_l := UiKit.label(st_text, UiKit.FS_HINT, false, UiKit.STONE_DEEP) status_l.clip_text = true status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL line.add_child(status_l) # 购买钮(已解锁未满级——几何价显示;余额不足禁用) var buy_btn: Button = null if unlocked and lvl < cap_v: buy_btn = UiKit.button("锻造 %d" % next_price, 0.0) # 行板紧凑钮豁免 buy_btn.pressed.connect(forge_buy_requested.emit.bind(rid)) buy_btn.disabled = bal < next_price line.add_child(buy_btn) # 解锁钮(待解锁非初始——一次性解锁价) var unlock_btn: Button = null if not unlocked and not initial: unlock_btn = UiKit.button("解锁 %d" % unlock_price, 0.0) # 行板紧凑钮豁免 unlock_btn.pressed.connect(forge_unlock_requested.emit.bind(rid)) unlock_btn.disabled = bal < unlock_price line.add_child(unlock_btn) # 选中钮(已解锁——免费切换;当前=禁用态标记) var select_btn: Button = null if unlocked: var sel := bool(row.get("selected", false)) select_btn = UiKit.button("当前" if sel else "选中", 0.0) # 行板紧凑钮豁免 select_btn.pressed.connect(forge_select_requested.emit.bind(rid)) select_btn.disabled = sel line.add_child(select_btn) zone.add_child(card) _forge_rows.append({"route_id": rid, "name_l": name_l, "lvl_l": lvl_l, "status_l": status_l, "buy_btn": buy_btn, "unlock_btn": unlock_btn, "select_btn": select_btn, "next_price": next_price, "unlock_price": unlock_price}) # 打开营地(全量重建四柜台行 + 同调装配段 + 最近冒险;树段与钥匙门随 refresh_camp 重建—— # 数据 = 组合根 _camp_data() 投影) func open_camp(data: Dictionary) -> void: _rebuild_workshop(data) # 段尾链 _rebuild_attune(同调装配段+Y 升级行随秘宝匣柜台内容) _rebuild_forge(data) # 锻造工坊两区六路线行板 _rebuild_recent(data) refresh_camp(data) visible = true # 状态重刷(购买后调用——余额/树行板/钥匙门/工坊状态就地重建或改文案;树行板随刷重建=按钮 # 禁用态与门槛/cap 同步,12 行重建开销可忽略) func refresh_camp(data: Dictionary) -> void: var balance := int(data.get("balance", 0)) _balance_label.text = "钥石 %d" % balance _rebuild_tree(data) _refresh_key_gates(data) _rebuild_forge(data) # 行板随刷重建(购买/解锁/选中后等级/价/禁用态同步) var ws_by_id := {} for row in data.get("workshop", []): ws_by_id[String(row.get("item_id", ""))] = row for card in _workshop_rows: var row: Dictionary[Variant, Variant] = ws_by_id.get(String(card.item_id), {}) if row.is_empty(): continue var unlocked := bool(row.get("unlocked", false)) # 秘宝匣进度列(解锁混合制三形态:钥石购买价/条件进度拼接/已入手) var prog_text := "" var mode := String(row.get("mode", "")) if unlocked: prog_text = "已入手" elif mode == "keystone": prog_text = "钥石 %d" % int(row.get("price", 0)) elif mode == "condition": 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) card.progress_l.text = prog_text # 状态色用亮板双色墨制(深墨族替代暖白族——亮板上暖白不可读) var st_text := "未解锁" var st_col: Color = UiKit.STONE_DEEP if unlocked: st_text = "已解锁" st_col = UiKit.GOLD_INK # GOLD_DEEP 对行板 3.00:1 越带,换深金墨 5.84:1 card.status_l.text = st_text card.status_l.add_theme_color_override("font_color", st_col) card.status_l.tooltip_text = st_text # 截断兜底(状态列 EXPAND_FILL 吸余宽——悬停看全文) # 购买钮余额联动(禁用态=余额不足,常态防线;pattern 1 兜底拒绝可见归 presenter) if card.get("buy_btn") != null: card.buy_btn.disabled = balance < int(card.get("price", 0)) # 同调装配段状态就地刷(Slots 点亮/满位禁选/Y 升级行余额联动) var att: Dictionary[Variant, Variant] = data.get("attune", {}) if _attune_header_l != null: var slots_n := int(att.get("slots", 0)) var eq: Array[Variant] = att.get("equipped", []) _attune_header_l.text = "── 同调装配 Slots %d/%d ──" % [eq.size(), slots_n] var eq_set := {} for v in eq: eq_set[String(v)] = true for card2 in _attune_btns: var on: bool = eq_set.has(String(card2.item_id)) card2.btn.text = "卸下" if on else "装配" # 满位禁选+未解锁禁装(已装件恒可卸下;unlocked 快照随 rebuild 刷新) card2.btn.disabled = (not on and eq.size() >= slots_n) or (not on and not bool(card2.get("unlocked", false))) if _refresh_l != null: var rf: Dictionary[Variant, Variant] = att.get("refresh", {}) _refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))] _refresh_btn.text = "已满级" if bool(rf.get("maxed", false)) else "升级 %d 钥石" % int(rf.get("price", 0)) _refresh_btn.disabled = bool(rf.get("maxed", false)) or balance < int(rf.get("price", 0)) func _rebuild_workshop(data: Dictionary) -> void: _workshop_rows.clear() for child in _workshop_holder.get_children(): child.queue_free() _attune_nodes.clear() _attune_btns.clear() _attune_header_l = null _refresh_l = null _refresh_btn = null for row in data.get("workshop", []): var card := PanelContainer.new() card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER,UiKit.RADIUS_OBJECT, 1, Vector4(10, 4, 10, 4))) var line := HBoxContainer.new() line.add_theme_constant_override("separation", 12) card.add_child(line) var tier_name := String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "")) var name_l := UiKit.label(String(row.get("display_name", "")) + ("·" + tier_name if tier_name != "" else ""),UiKit.FS_HINT, true, UiKit.INK) name_l.custom_minimum_size = Vector2(132, 0) name_l.clip_text = true name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS name_l.tooltip_text = String(row.get("desc", "")) # 件效果摘要悬停可见(分档呈现契约——槽位档位=名后缀) line.add_child(name_l) var progress_l := UiKit.label("",UiKit.FS_HINT, false, UiKit.STONE_DEEP) # 同行价格墨同案 progress_l.custom_minimum_size = Vector2(150, 0) progress_l.clip_text = true # 营地溢出修——文字全宽不撑柜 progress_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(progress_l) # 状态色用亮板双色墨制(深墨族替代暖白族)——色随刷新态条件赋值,非机械两行式 var status_l := UiKit.label("",UiKit.FS_HINT, true, UiKit.STONE_DEEP) status_l.clip_text = true # 同上——「已解锁 · 能力封存中」不撑柜(余宽吸收者) status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL line.add_child(status_l) # 钥石购买钮(购买件且未解锁时在列;写口唯一=buy_treasure_unlock, # 经 buy_requested(item_id) 信号走 presenter 分支;禁用态=余额不足) var buy_btn: Button = null if not bool(row.get("unlocked", false)) and String(row.get("mode", "")) == "keystone": buy_btn = UiKit.button("购买 %d" % int(row.get("price", 0)), 0.0) # 行板紧凑钮豁免 buy_btn.pressed.connect(_emit_buy_requested.bind(String(row.get("item_id", "")))) line.add_child(buy_btn) _workshop_holder.add_child(card) _workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l, "buy_btn": buy_btn, "price": int(row.get("price", 0)), "unlocked": bool(row.get("unlocked", false))}) _rebuild_attune(data) # 同调装配段重建(秘宝匣柜台尾部段;Slots 点亮+ # 九件行板+Y 升级行,程序占位面) func _rebuild_attune(data: Dictionary) -> void: var att: Dictionary[Variant, Variant] = data.get("attune", {}) _attune_header_l = UiKit.label("",UiKit.FS_HINT, true, UiKit.INK) _workshop_holder.add_child(_attune_header_l) _attune_nodes.append(_attune_header_l) for row in att.get("items", []): var iid := String(row.get("item_id", "")) var line := HBoxContainer.new() line.add_theme_constant_override("separation", 6) var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK) name_l.custom_minimum_size = Vector2(96, 0) name_l.clip_text = true name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(name_l) var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) form_l.custom_minimum_size = Vector2(58, 0) line.add_child(form_l) # 档位标签(槽位档位显示:件档=普通/优秀/稀有,装入须件档≤格档契约 2 的呈现半边) var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) tier_l.custom_minimum_size = Vector2(36, 0) line.add_child(tier_l) var btn := UiKit.button("装配", 0.0) # 行板紧凑钮豁免 btn.pressed.connect(attune_toggled.emit.bind(iid)) btn.disabled = not bool(row.get("unlocked", false)) # 未解锁禁装(解锁为装配前置——toggle 写口同守卫) line.add_child(btn) _workshop_holder.add_child(line) _attune_nodes.append(line) _attune_btns.append({"item_id": iid, "btn": btn, "unlocked": bool(row.get("unlocked", false)), "equipped": bool(row.get("equipped", false))}) var refresh_line := HBoxContainer.new() refresh_line.add_theme_constant_override("separation", 6) _refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) refresh_line.add_child(_refresh_l) _refresh_btn = UiKit.button("升级", 0.0) # 行板紧凑钮豁免 _refresh_btn.pressed.connect(_emit_buy_requested.bind("attune_refresh")) refresh_line.add_child(_refresh_btn) _workshop_holder.add_child(refresh_line) _attune_nodes.append(refresh_line) func _rebuild_recent(data: Dictionary) -> void: var lines: Array[String] = [] var recent: Array[Variant] = data.get("recent", []) if recent.is_empty(): lines.append(" 最近冒险:(暂无记录——完成或结束一次冒险后入账)") for s in recent: var verdict := "失败" if String(s.get("result", "")) == "completed": verdict = "完成" elif String(s.get("result", "")) == "abandoned": verdict = "放弃" lines.append("最近冒险:%s · 完成 %d 关 · 钥石 +%d · 种子 %d" % [verdict, int(s.get("levels_cleared", 0)), int(s.get("keystone_total", 0)), int(s.get("master_seed", 0))]) _recent_list.text = " | ".join(lines) func _emit_closed() -> void: closed.emit() func _emit_buy_requested(attr: String) -> void: buy_requested.emit(attr)