## 锻造工坊子界面(自 CampOverlay 锻造柜台抽出——承载面迁移,界面逻辑复用零重设计): ## 钥匙门(树上 forge_workshop 点亮前锁定态零行板零购买路径;点亮=两区六路线行板)。 ## UI 只发意图信号(写口唯一归 MetaProgression 锻造写口族);钮禁用=常态防线(余额/未解锁/满级/已选中)。 class_name ForgeView extends CampSubViewBase 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) const ROW_PLATE_COL := UiKit.CAMP_ROW_PLATE var _forge_lock_l: Label # 锁定态行(钥匙未点亮) var _forge_workbench: VBoxContainer # 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) func _init() -> void: var holder := VBoxContainer.new() holder.add_theme_constant_override("separation", 6) holder.custom_minimum_size = Vector2(0, 336) _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 _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) _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) holder.add_child(_forge_lock_l) holder.add_child(_forge_workbench) var scroll := ScrollContainer.new() scroll.custom_minimum_size = Vector2(300, 336) scroll.size_flags_horizontal = Control.SIZE_EXPAND_FILL scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED scroll.add_child(holder) _build_shell("锻造工坊", UiKit.TEX_ICON_FORGE, scroll) func refresh_camp(data: Dictionary) -> void: _balance_label.text = "钥石 %d" % int(data.get("balance", 0)) _refresh_key_gate(data) _rebuild_forge(data) # 工作间钥匙门(树上 forge_workshop 行 level 判据——零核心访问,纯视图读投影) func _refresh_key_gate(data: Dictionary) -> void: var lvl := 0 for row in (data.get("tree", []) as Array): if String(row.get("node_id", "")) == "forge_workshop": lvl = int(row.get("level", 0)) var open := lvl >= 1 _forge_lock_l.visible = not open _forge_workbench.visible = open # 锻造行板重建(两区六路线;refresh_camp 调用。行结构仿秘宝匣行板:件名+等级+状态+购买/解锁/选中钮) 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 kind := String(row.get("kind", "")) var zone: VBoxContainer = _forge_zone_weapon if kind == "weapon" else _forge_zone_armor var card := _forge_route_card(row, bal) zone.add_child(card["card"]) _forge_rows.append(card) ## 锻造行板构建域:单路线卡(件名+等级+状态+购买/解锁/选中钮——并联双通道呈现面) func _forge_route_card(row: Dictionary, bal: int) -> Dictionary: var d := _forge_route_scalars(row) 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" % [d["lvl"], d["cap_v"]], 13, false, UiKit.INK_LABEL) lvl_l.custom_minimum_size = Vector2(44, 0) line.add_child(lvl_l) var status_l := UiKit.label(_forge_status_text(d, row), 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) var btns := _forge_route_buttons(d, row, bal, line) return {"card": card, "route_id": d["rid"], "name_l": name_l, "lvl_l": lvl_l, "status_l": status_l, "buy_btn": btns["buy_btn"], "unlock_btn": btns["unlock_btn"], "select_btn": btns["select_btn"], "next_price": d["next_price"], "unlock_price": d["unlock_price"]} ## 锻造行标量束:路线 id/解锁态/初始持有/等级/cap/几何价/解锁价一次取数 func _forge_route_scalars(row: Dictionary) -> Dictionary: return { "rid": String(row.get("route_id", "")), "unlocked": bool(row.get("unlocked", false)), "initial": bool(row.get("initial_owned", false)), "lvl": int(row.get("level", 0)), "cap_v": int(row.get("cap", 0)), "next_price": int(row.get("next_price", 0)), "unlock_price": int(row.get("unlock_price", 0)), } ## 状态文案域(并联双通道:练满前一档 or 一次性解锁价直购;已满级态) func _forge_status_text(d: Dictionary, row: Dictionary) -> String: var st_text := "已解锁" if not d["unlocked"]: if d["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", "")), d["unlock_price"]] elif d["lvl"] >= d["cap_v"]: st_text = "已满级" return st_text ## 三钮域:购买(已解锁未满级——余额不足禁用)/解锁(待解锁非初始——余额不足禁用)/选中(已解锁——当前=禁用态标记) func _forge_route_buttons(d: Dictionary, row: Dictionary, bal: int, line: HBoxContainer) -> Dictionary: var buy_btn: Button = null if d["unlocked"] and d["lvl"] < d["cap_v"]: buy_btn = UiKit.button("锻造 %d" % d["next_price"], 0.0) # 行板紧凑钮豁免 buy_btn.pressed.connect(forge_buy_requested.emit.bind(d["rid"])) buy_btn.disabled = bal < d["next_price"] line.add_child(buy_btn) var unlock_btn: Button = null if not d["unlocked"] and not d["initial"]: unlock_btn = UiKit.button("解锁 %d" % d["unlock_price"], 0.0) # 行板紧凑钮豁免 unlock_btn.pressed.connect(forge_unlock_requested.emit.bind(d["rid"])) unlock_btn.disabled = bal < d["unlock_price"] line.add_child(unlock_btn) var select_btn: Button = null if d["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(d["rid"])) select_btn.disabled = sel line.add_child(select_btn) return {"buy_btn": buy_btn, "unlock_btn": unlock_btn, "select_btn": select_btn}