303 lines
11 KiB
GDScript
303 lines
11 KiB
GDScript
## 营地场景图视图(交互式营地):10 层贴图铺底+七物件命中区+点选反馈四态+顶栏预留位。
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## 布局唯一事实源 = db.presentation.camp_scene_layout(构造注入,本视图禁自载表路径);
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## 子节点序 = 表内数组序 = z 序(Control 根+TextureRect 层——禁 CanvasLayer/z_index/Sprite2D)。
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## 输入单点:根 _gui_input 集中命中判定(层节点全 IGNORE),点击只发 object_pressed 信号,路由归组合根。
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## 零核心写调用:视图不读 MetaProgression,禁用态经 _apply_state 自持基态面呈现。
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class_name CampSceneView
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extends Control
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signal object_pressed(key: StringName) ## 命中区点击确认(press+release 同区且非禁用;组合根路由开界面/动线)
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## 名牌文案(camp.md §场景构成绑定表——七可点件按界面名逐字)
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const _HOTSPOT_NAMES := {
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&"gate": "冒险", &"forge": "锻造工坊", &"chest": "秘宝匣", &"dummy": "天赋树",
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&"board": "奖励格图鉴", &"notebook": "生涯记录", &"campfire": "离开营地",
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}
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## 层键→纹理路径(单点 = UiKit.TEX_CAMP_*,本表只引用不自写路径;缺位 load_tex→null→程序化占位)
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const _TEX_BY_KEY := {
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&"bg": UiKit.TEX_CAMP_BG, &"wall": UiKit.TEX_CAMP_WALL, &"board": UiKit.TEX_CAMP_BOARD,
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&"gate": UiKit.TEX_CAMP_GATE, &"dummy": UiKit.TEX_CAMP_DUMMY, &"forge": UiKit.TEX_CAMP_FORGE,
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&"tent": UiKit.TEX_CAMP_TENT, &"chest": UiKit.TEX_CAMP_CHEST,
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&"notebook": UiKit.TEX_CAMP_NOTEBOOK, &"campfire": UiKit.TEX_CAMP_CAMPFIRE,
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}
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## 禁用态去饱和着色器(modulate 只能调明度——降明度+去饱和走 canvas_item shader,零新素材)
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const _DESAT_SHADER_SRC := "
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shader_type canvas_item;
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uniform float strength : hint_range(0.0, 1.0) = 1.0;
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void fragment() {
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vec4 tex = texture(TEXTURE, UV);
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float g = dot(tex.rgb, vec3(0.299, 0.587, 0.114));
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tex.rgb = mix(tex.rgb, vec3(g) * 0.72, strength);
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COLOR = tex * COLOR;
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}
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"
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enum FeedbackState { NORMAL, HOVER, PRESSED, DISABLED } ## 点选反馈四态(camp.md §点选反馈)
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var _layout: CampSceneLayoutTable # 布局表(坐标唯一事实源)
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var _layer_nodes: Dictionary[StringName, Control] = {} # 层键→TextureRect/ColorRect 占位(子节点序=z 序)
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var _hotspot_rects: Dictionary[StringName, Rect2] = {} # 命中键→Rect2(视图局部坐标=表坐标)
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var _hotspot_layer: Dictionary[StringName, StringName] = {} # 命中键→层键
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var _base_states: Dictionary[StringName, int] = {} # 命中键→FeedbackState 值(持久基态——组合根置 DISABLED/NORMAL)
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var _outline: Panel # 悬停轮廓亮边
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var _name_label: Label # 物件名牌(下方 8px 居中,画面内钳制)
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var _hover_key := &"" # 当前悬停命中键(&""=无)
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var _press_key := &"" # 当前按住命中键
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var _float_tween: Tween # 悬停浮动补间(逐级整像素吸附,禁 _process 逐帧移 UI)
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var _desat_mat: ShaderMaterial # 禁用态共享材质(strength 恒 1,材质挂/摘承载开关)
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var _hud_slot: Control # 顶栏预留位(卡⑤ set_hud_band 填值)
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var hud_band: Control # 顶栏 HUD 栏句柄(卡⑤ CampHudBand——装配后 bus 目标册取用面)
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func _init() -> void:
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visible = false # 登记模态初始隐(开合走栈——模态纪律;boot 态场景根不得盖菜单)
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func setup_layers(layout: CampSceneLayoutTable) -> void:
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if layout == null:
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push_error("[CampSceneView] 布局表缺位——组合根须注入 db.presentation.camp_scene_layout")
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return
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_layout = layout
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mouse_filter = Control.MOUSE_FILTER_STOP # 场景图=营地语境主交互面(模态层在兄弟位先截事件)
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_build_desat_material()
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for spec in layout.layers:
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var node: Control = _build_layer_node(spec)
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add_child(node)
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_layer_nodes[spec.key] = node
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_build_outline()
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_build_name_label()
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_build_hud_slot(layout)
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mouse_exited.connect(_on_mouse_exited) # 悬出根控件=清 hover/press(防态悬挂)
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func bind_hotspots(layout: CampSceneLayoutTable) -> void:
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if layout == null:
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return
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for spec in layout.layers:
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if spec.is_clickable():
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_hotspot_rects[spec.hotspot_key] = spec.hotspot
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_hotspot_layer[spec.hotspot_key] = spec.key
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_base_states[spec.hotspot_key] = FeedbackState.NORMAL
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func get_hotspot_rect(key: StringName) -> Rect2:
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var rect: Rect2 = _hotspot_rects.get(key, Rect2())
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return rect
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func set_hud_band(band: Control) -> void:
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if _hud_slot != null:
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_hud_slot.add_child(band)
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hud_band = band
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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_handle_motion(event as InputEventMouseMotion)
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elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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_handle_button(event as InputEventMouseButton)
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accept_event()
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func _handle_motion(event: InputEventMouseMotion) -> void:
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var key: StringName = _topmost_hotspot_at(event.position)
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if key != _hover_key:
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if _hover_key != &"":
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_apply_state(_hover_key, _base_state(_hover_key))
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_hover_key = key
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if key != &"":
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_apply_state(key, FeedbackState.HOVER)
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if _press_key != &"" and key != _press_key:
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_apply_state(_press_key, _base_state(_press_key)) # 按住拖出=取消按压
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_press_key = &""
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func _handle_button(event: InputEventMouseButton) -> void:
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var hit: StringName = _topmost_hotspot_at(event.position)
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if event.pressed:
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if hit != &"":
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_press_key = hit
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_apply_state(hit, FeedbackState.PRESSED)
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return
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if _press_key == &"":
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return
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if hit == _press_key and not _is_disabled(_press_key):
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object_pressed.emit(_press_key)
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_apply_state(_press_key, _base_state(_press_key))
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_press_key = &""
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func _build_layer_node(spec: CampSceneLayerSpec) -> Control:
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var node: Control = null
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var tex: Texture2D = UiKit.load_tex(_TEX_BY_KEY.get(spec.key, ""))
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if tex != null:
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var tr := TextureRect.new()
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tr.texture = tex
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tr.stretch_mode = TextureRect.STRETCH_SCALE
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node = tr
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else:
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var ph := ColorRect.new() # 程序化占位(素材缺位=冷检出半同步态,结构在位冒烟安全)
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ph.color = Color(1.0, 1.0, 1.0, 0.06)
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node = ph
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node.name = "Layer_%s" % spec.key
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node.position = spec.texture_rect.position
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node.size = spec.texture_rect.size
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node.mouse_filter = Control.MOUSE_FILTER_IGNORE
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return node
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func _build_desat_material() -> void:
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_desat_mat = ShaderMaterial.new()
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var shader := Shader.new()
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shader.code = _DESAT_SHADER_SRC
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_desat_mat.shader = shader
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func _build_outline() -> void:
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_outline = Panel.new()
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var sb := StyleBoxFlat.new()
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sb.draw_center = false
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sb.border_color = UiKit.CANDLE
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sb.set_border_width_all(2)
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sb.set_corner_radius_all(4)
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_outline.add_theme_stylebox_override("panel", sb)
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_outline.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_outline.visible = false
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add_child(_outline)
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func _build_name_label() -> void:
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_name_label = UiKit.label("", UiKit.FS_HINT, false, UiKit.INK_ON_DEEP)
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var plate := StyleBoxFlat.new()
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plate.bg_color = UiKit.BG_ROOT
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plate.set_corner_radius_all(4)
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plate.content_margin_left = 8.0
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plate.content_margin_right = 8.0
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plate.content_margin_top = 2.0
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plate.content_margin_bottom = 2.0
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_name_label.add_theme_stylebox_override("normal", plate)
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_name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE # 名牌不挡命中区
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_name_label.visible = false
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add_child(_name_label)
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func _build_hud_slot(layout: CampSceneLayoutTable) -> void:
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_hud_slot = Control.new()
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_hud_slot.name = "HudBandSlot"
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_hud_slot.set_anchors_preset(Control.PRESET_TOP_WIDE)
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_hud_slot.custom_minimum_size = Vector2(0, layout.hud_band_h) # 48px 浮层覆盖,不挤压画面
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_hud_slot.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_hud_slot)
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func _topmost_hotspot_at(pos: Vector2) -> StringName:
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if _layout == null:
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return &""
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var idx: int = _layout.layers.size() - 1 # 逆序=自最上 z 向下
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while idx >= 0:
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var spec: CampSceneLayerSpec = _layout.layers[idx]
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if spec.is_clickable() and _hotspot_rects.get(spec.hotspot_key, Rect2()).has_point(pos):
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return spec.hotspot_key
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idx -= 1
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return &""
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func _base_state(key: StringName) -> FeedbackState:
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var st: int = _base_states.get(key, FeedbackState.NORMAL)
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return FeedbackState.DISABLED if st == FeedbackState.DISABLED else FeedbackState.NORMAL
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func _is_disabled(key: StringName) -> bool:
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return _base_state(key) == FeedbackState.DISABLED
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func _apply_state(key: StringName, state: FeedbackState) -> void:
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var layer_key: StringName = _hotspot_layer.get(key, &"")
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var node: Control = _layer_nodes.get(layer_key, null)
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if node == null:
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return
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var rect: Rect2 = _hotspot_rects.get(key, Rect2())
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var base_y: float = node.position.y - _float_offset_of(key) # 还原到基准位再施新态
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_set_float_offset(key, 0)
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if _float_tween != null:
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_float_tween.kill()
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_float_tween = null
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match state:
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FeedbackState.NORMAL:
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node.material = null
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_outline.visible = false
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_name_label.visible = false
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FeedbackState.HOVER:
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_apply_hover(key, node, rect)
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FeedbackState.PRESSED:
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node.position.y = base_y + 1.0 # 按下=位移 1px
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FeedbackState.DISABLED:
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_apply_disabled(node)
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func _apply_hover(key: StringName, node: Control, rect: Rect2) -> void:
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if _is_disabled(key):
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_apply_disabled(node)
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return
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node.material = null
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_outline.position = rect.position
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_outline.size = rect.size
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_outline.visible = true
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_show_name_plate(key, rect)
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_run_float(key) # 悬停浮动(整像素逐级吸附)
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func _apply_disabled(node: Control) -> void:
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node.material = _desat_mat # 降明度+去饱和(shader;仅锻炉/宝箱会有此态)
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_outline.visible = false
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_name_label.visible = false
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func _run_float(key: StringName) -> void:
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_float_tween = create_tween()
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for step in 4:
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var off := -1 - step
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_float_tween.tween_callback(_set_float_offset.bind(key, off)).set_delay(UiKit.motion(0.03))
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# 悬离时由 _apply_state(NORMAL) 先归零位——本补间只承载升浮
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func _set_float_offset(key: StringName, off: int) -> void:
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var layer_key: StringName = _hotspot_layer.get(key, &"")
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var node: Control = _layer_nodes.get(layer_key, null)
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if node == null or _layout == null:
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return
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for spec in _layout.layers:
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if spec.key == layer_key:
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node.position.y = spec.texture_rect.position.y + float(off)
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return
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func _float_offset_of(key: StringName) -> float:
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var layer_key: StringName = _hotspot_layer.get(key, &"")
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var node: Control = _layer_nodes.get(layer_key, null)
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if node == null or _layout == null:
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return 0.0
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for spec in _layout.layers:
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if spec.key == layer_key:
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return node.position.y - spec.texture_rect.position.y
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return 0.0
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func _show_name_plate(key: StringName, rect: Rect2) -> void:
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_name_label.text = String(_HOTSPOT_NAMES.get(key, ""))
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_name_label.visible = true
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_name_label.reset_size()
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var pos := Vector2.ZERO
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pos.x = clampf(rect.get_center().x - _name_label.size.x / 2.0, 0.0, _layout.canvas.x - _name_label.size.x)
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pos.y = minf(rect.end.y + 8.0, _layout.canvas.y - _name_label.size.y) # 贴底物件防出画(画面内钳制)
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_name_label.position = pos
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func _on_mouse_exited() -> void:
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if _hover_key != &"":
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_apply_state(_hover_key, _base_state(_hover_key))
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_hover_key = &""
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if _press_key != &"":
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_apply_state(_press_key, _base_state(_press_key))
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_press_key = &""
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