Files
gplan-2/game/data/schemas/camp_scene_layer_spec.gd
T
DKChan 4b5e3f27e8 卡④T2(迭代47·营地场景图批): CampSceneView场景视图+camp_scene_layout.tres布局表+V14单测——场景视图/布局坐标/V14三面落地
- schema两件: CampSceneLayerSpec(层键+贴图矩形+命中矩形+命中键)+CampSceneLayoutTable(canvas/hud_band_h/gate_gap/wall_band/layers+validate()按面拆四查:身份贴图/命中边界/命中互斥/围墙带包络)
- 数据表camp_scene_layout.tres: 10层坐标唯一事实源(布局草案值+§5已裁:布告板(845,268,130,140)/门扇(520,250,240,220)门洞对齐/帐篷300x170;贴图矩形=contain终稿实测尺寸锚定:底中心/顶锚/底锚按物件语义,campfire命中(560,640,160,80)只取下半)
- ConfigDB接线: 表注册+表现域容器camp_scene_layout字段+装载期validate()逐问题_fatal(fail-fast红线:命中区越画面/相交/侵顶栏=数据致命)
- CampSceneView: setup_layers/bind_hotspots/get_hotspot_rect/set_feedback_state/set_hud_band五公开口+object_pressed信号; Control根+TextureRect层子节点序=z序(禁CanvasLayer/z_index/Sprite2D); 根单点_gui_input命中判定(层全IGNORE); 四态反馈:悬停=Candle轮廓+名牌(FS_HINT/INK_ON_DEEP/BG_ROOT板,画面内钳制)+Tween逐级整像素浮动/按下=位移1px/禁用=ShaderMaterial去饱和+降明度(零新素材,modulate只有明度轴); 素材缺位程序化占位冒烟安全; 命中键=七物件绑定(gate/forge/dummy/chest/notebook/board/campfire)
- V14单测camp_scene_layout_test.gd(11断言): 校验函数通过/七键集/两两不相交/不越画面不侵顶栏/篝火只下半/门扇对齐缺口/布告板挂墙带/10层序/ConfigDB装载链——全表关系谓词零坐标字面量; run_all manifest登记expect=0
- 验证: --editor --quit刷类缓存后V14孤跑绿(11项)+视图孤检绿(9项:子节点序/合成点击信号/悬停名牌/拖出取消/禁用不发/HUD槽——临时件不入库,T5探针承载正式验收); S9/S13归基线(gdstyle新违规4条已按职责轴拆函数清偿:validate按面四拆/_gui_input三拆/setup_layers构建段三拆/循环内分配提_build_layer_node)
2026-11-01 17:27:42 +08:00

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## 营地场景单层规格(camp_scene_layout.tres 行件):层键+贴图矩形+命中矩形+命中键。
## z 序=表内数组序(视图子节点序同源派生);坐标一律终稿画布 1280×800 像素坐标。
class_name CampSceneLayerSpec
extends Resource
@export var key: StringName = &"" # 层键(对齐 UiKit.TEX_CAMP_* 常量后缀)
@export var texture_rect: Rect2 = Rect2() # 贴图矩形(1:1 像素贴图落位)
@export var hotspot: Rect2 = Rect2() # 命中矩形(零矩形=不可点层——bg/wall/tent)
@export var hotspot_key: StringName = &"" # object_pressed 载荷键(可点层必填)
func is_clickable() -> bool:
return hotspot.size.x > 0.0 and hotspot.size.y > 0.0