# VERTICAL SLICE - NOT FOR PRODUCTION # 实现 GDD:design/ux/battle.md(C 区角色信息 240×548——2026-09-26 信息归属拍板精简: # 攻击(+修正来源角标)/护甲 AC 数据框 + 秘宝槽(预留)+ 特性列表(预留)。 # HP 条/立绘占位/状态效果槽/RAP 池/GP/钥石退役——HP 与状态唯一展示面 = B 区站桩(同一数据 # hud_presenter 双投喂 B/C 两区的重复展示);RAP 迁 D 区 AP 条(贴弃图刷新消费口); # GP(中循环)/钥石(大循环)迁出战斗屏)。 # Date: 2026-09-12(2026-09-26 C 区精简批重写) # 高内聚边界:纯视图 setter 面——装配(含修正文案/AC 投喂)归 hud_presenter.gd;定长槽 + clip_contents # (缺陷①回归约束)。 class_name HeroInfoPanelView extends PanelContainer const COL_INK := UiKit.INK var _atk_label: Label var _armor_label: Label signal aux_slot_clicked(handle: int) # 迭代 7 T4——槽点击(组合根消费:AP 类即用/空间类进选中态) var item_slots: HBoxContainer # 秘宝槽(迭代 7 T4 接线——库存条常读+两步交互第一步) var _slot_panels: Array = [] # 槽 PanelContainer 引用(选中高亮/置灰重刷) var _selected_handle := 0 # 选中态(0=无;组合根回写维持单源) var _slot_handles: Array = [] # 槽位→handle 映射(set_aux_inventory 刷新) var _bonus_section: VBoxContainer # 特性(预留——空态隐藏,接线归大奖励/锻造呈现批) var _bonus_list: VBoxContainer var _relic_section: VBoxContainer # 特性持有段(迭代 12 呈现补齐——空态隐藏) var _relic_list: VBoxContainer var _board_variant_section: VBoxContainer # 地形变异常驻角标(全局作用域变异首发批——空态隐藏) var _board_variant_list: VBoxContainer func _init() -> void: custom_minimum_size = Vector2(240, 0) clip_contents = true # 主面板穿石板戏服(样张 v2 冻结批 T2——纹理本色;数据框仍素面 §7.1;缺位回退 flat) var sb := UiKit.panel_skinned(Vector4(8, 6, 8, 6)) add_theme_stylebox_override("panel", sb) var col := VBoxContainer.new() col.add_theme_constant_override("separation", 14) # 布局充实(2026-09-26 反馈③:区段间距放大) add_child(col) col.add_child(UiKit.label("探险者", 17, true)) # 数据行装框(直角细线数据框——battle.md Component Inventory C 区行规格落形;同时消化纵向空白) var data_box := PanelContainer.new() data_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(6, 4, 6, 4))) col.add_child(data_box) var data_col := VBoxContainer.new() data_col.add_theme_constant_override("separation", 8) data_box.add_child(data_col) _atk_label = _data_line() data_col.add_child(_atk_label) _armor_label = _data_line() data_col.add_child(_armor_label) # 秘宝槽(预留):随身战斗用道具的唯一展示面——空槽占位承诺格子在此, # 不预设交互(挖掘期指向交互归 E 区既有裁决);终稿样式/槽位数归秘宝批 col.add_child(UiKit.label("秘宝", 16, true)) item_slots = HBoxContainer.new() item_slots.add_theme_constant_override("separation", 10) col.add_child(item_slots) for i in 4: var slot := PanelContainer.new() slot.custom_minimum_size = Vector2(48, 48) slot.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4))) var idx := i slot.gui_input.connect(func(ev: InputEvent): if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT: # 空槽/越界槽点击=取消选中(handle 0);有效槽发其 handle(组合根判 AP 即用/进选中态) aux_slot_clicked.emit(_slot_handles[idx] if idx < _slot_handles.size() else 0)) item_slots.add_child(slot) _slot_panels.append(slot) # 特性持有段(迭代 12 呈现补齐 2026-10-04——三选一特性兑付后常驻可读:逐流派聚合行+成型档位; # 空态整节隐藏。用户试玩反馈「局内奖励选了什么看不到」缺口承载;2026-10-04 二次反馈上移—— # 构筑核心信息优先级高于临时强化,且防 C 区下部裁切不可见) _relic_section = VBoxContainer.new() _relic_section.add_theme_constant_override("separation", 4) _relic_section.visible = false col.add_child(_relic_section) _relic_section.add_child(UiKit.label("特性", 16, true)) _relic_list = VBoxContainer.new() _relic_list.add_theme_constant_override("separation", 2) _relic_section.add_child(_relic_list) # 地形变异常驻角标(全局作用域变异首发批 2026-10-04——Boss 图整图型战斗全程可见防中局遗忘; # 空态整节隐藏=特性段先例;摆位/文案 provisional 归 HUD 框架批与本地化批) _board_variant_section = VBoxContainer.new() _board_variant_section.add_theme_constant_override("separation", 4) _board_variant_section.visible = false col.add_child(_board_variant_section) _board_variant_section.add_child(UiKit.label("地形变异", 16, true)) _board_variant_list = VBoxContainer.new() _board_variant_list.add_theme_constant_override("separation", 2) _board_variant_section.add_child(_board_variant_list) # 特性(预留):锻造/大奖励/关卡奖励节点的属性提升——中循环数据因改变战斗数学准入; # 与战斗内状态效果(B 区站桩,随战斗消散)分区,防「战斗结束被清」误读;空态整节隐藏 _bonus_section = VBoxContainer.new() _bonus_section.add_theme_constant_override("separation", 4) _bonus_section.visible = false col.add_child(_bonus_section) _bonus_section.add_child(UiKit.label("特性", 16, true)) _bonus_list = VBoxContainer.new() _bonus_list.add_theme_constant_override("separation", 2) _bonus_section.add_child(_bonus_list) func set_attack(atk: int, mod_text: String) -> void: # 修正来源角标:mod_text 形如「(+50% 增伤)」——来源 = 效果 display_name(增益状态 投影) _atk_label.text = "攻击 %d %s" % [atk, mod_text] func set_armor(ac: int) -> void: # 护甲 AC(2026-09-26 二轮拍板补入)——我方 AC 唯一展示面;掷点判定轴受击侧可读性 _armor_label.text = "护甲 AC %d" % ac # 特性持有段(迭代 12 呈现补齐):lines = 聚合文案行(「魔法 ×2 · 档一」式)——空数组 = 整节隐藏 func set_relic_holdings(lines: Array) -> void: for c2 in _relic_list.get_children(): _relic_list.remove_child(c2) c2.queue_free() for line in lines: var l2 := UiKit.label(String(line), 16, false, COL_INK) _relic_list.add_child(l2) _relic_section.visible = not lines.is_empty() # 地形变异常驻角标(首发批 2026-10-04):lines = 文案行(板级变异 display_name+体感短语)——空数组 = 整节隐藏 func set_board_variants(lines: Array) -> void: for c3 in _board_variant_list.get_children(): _board_variant_list.remove_child(c3) c3.queue_free() for line in lines: var l3 := UiKit.label(String(line), 16, false, COL_INK) _board_variant_list.add_child(l3) _board_variant_section.visible = not lines.is_empty() # 特性列表(预留接线面):lines = 文案行数组(如「锻造 +2 攻击」)——空数组 = 整节隐藏 func set_level_bonuses(lines: Array) -> void: for c in _bonus_list.get_children(): _bonus_list.remove_child(c) c.queue_free() for line in lines: var l := UiKit.label(String(line), 16, false, COL_INK) # 字号下限(v3.5 批 B3——正文 ≥16) _bonus_list.add_child(l) _bonus_section.visible = not lines.is_empty() func attack_text() -> String: return _atk_label.text func armor_text() -> String: return _armor_label.text func _data_line() -> Label: # 对比度修复(v3.5 批 B3 2026-09-30——非粗体 label 默认浅灰对米色数据框仅 1.31:1, # 实测=ui-redesign 对比报告 §一):显式主墨(对 PANEL_DATA ≈10:1) var l := UiKit.label("", 16, false, UiKit.INK) l.clip_text = true l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS return l # ---- 秘宝库存条(迭代 7 T4——C 区四槽常读+两步交互第一步)---- # 投影行 = {handle, glyph, name, used, usable}(组合根组装:字形=道具名首字;数据源 runner 级库存只读面)。 # 空槽=虚位;used=暗态「已用」保留占位(Used 不可逆——受理序展示语义);不可用=置灰(板级零信息); # selected=金框高亮(两步交互第一步的可见态)。tooltip=全名+维度语义。 func set_aux_inventory(items: Array, selected_handle: int) -> void: _selected_handle = selected_handle _slot_handles.clear() for i in 4: var slot: PanelContainer = _slot_panels[i] for c in slot.get_children(): c.queue_free() if i >= items.size(): _slot_handles.append(0) slot.tooltip_text = "秘宝槽(空)" slot.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4))) continue var rec: Dictionary = items[i] _slot_handles.append(int(rec.get("handle", 0))) var used := bool(rec.get("used", false)) var usable := bool(rec.get("usable", true)) var selected := selected_handle != 0 and int(rec.get("handle", 0)) == selected_handle # M8(UI 落码批):槽内容=手绘像素图标(demo ⑦;glyph 字符→图标键映射,未映射/used/不可用回退字形+条件墨色——T4 分支保留) var glyph_ch := String(rec.get("glyph", "?")) var icon_map := {"爆": UiKit.TEX_ICON_BLAST, "医": UiKit.TEX_ICON_MEDKIT, "铲": UiKit.TEX_ICON_SHOVEL, "袋": UiKit.TEX_ICON_COINBAG, "钥": UiKit.TEX_ICON_KEYSHARD, "剑": UiKit.TEX_ICON_SWORD, "盾": UiKit.TEX_ICON_SHIELD, "心": UiKit.TEX_ICON_HEART, "行": UiKit.TEX_ICON_POUCH} var icon_path: String = icon_map.get(glyph_ch, "") var itex := UiKit.load_tex(icon_path) if icon_path != "" else null if itex != null and not used and usable: var tr := TextureRect.new() tr.texture = itex tr.custom_minimum_size = Vector2(40, 40) tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST tr.set_anchors_preset(Control.PRESET_FULL_RECT) tr.mouse_filter = Control.MOUSE_FILTER_IGNORE slot.add_child(tr) else: var glyph := UiKit.label(glyph_ch, 20, true) glyph.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER glyph.vertical_alignment = VERTICAL_ALIGNMENT_CENTER glyph.set_anchors_preset(Control.PRESET_FULL_RECT) glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE if used: glyph.add_theme_color_override("font_color", UiKit.STONE_FAINT) elif not usable: glyph.add_theme_color_override("font_color", UiKit.STONE) slot.add_child(glyph) var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER slot.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.PANEL_DATA, border_col, 0, 1 if not selected else 2, Vector4(4, 4, 4, 4))) slot.tooltip_text = "%s%s" % [String(rec.get("name", "")), "(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]