405 lines
19 KiB
GDScript
405 lines
19 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Date: 2026-09-21(元进度实现批——营地覆盖层呈现;2026-09-30 迭代 9 卡⑭ 视觉终稿——对照营地屏
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# 方向稿 artwork/mockups/v3-draft-2026-09-29/4-camp.png 重排:石纹全屏底 + 顶栏铭牌/钥石徽 +
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# 三柜台列(属性锻造/道具工坊/奖励格图鉴,头带深棕+米色板身+内嵌行板,暗底→亮板双色墨制)+
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# 底栏关闭钮/操作注记;最近冒险收底栏条带。信号面/投影契约零变化:buy_requested(attr)/closed、
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# open_camp(data)/refresh_camp(data)、_forge_rows 行结构 {attr,level_l,price_l,btn}(探针依赖)。
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# 挂接方式:开合与开始层互斥仿 TunePanel 先例(开始覆盖层非模态且树序在后——打开本层前由组合根
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# 隐藏开始层,规范 2.3 遮挡纪律)。
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# 高内聚边界:纯视图 setter 面——账本快照经组合根喂入(MetaProgression 只读投影),购买/关闭
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# 意图经信号外发——零核心写调用、零 MetaProgression 持有。
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class_name CampOverlay
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extends Control
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signal buy_requested(attr: String)
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signal closed
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signal attune_toggled(item_id: String) # 同调装配切换意图(迭代 11 第①批 T4——写口唯一归 MetaProgression.toggle_attunement)
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signal tree_buy_requested(node_id: String) # 天赋树购买意图(迭代 12 T9——写口唯一归 MetaProgression.tree_buy)
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signal tree_fork_toggled(group: String, side: String) # A/B 免费切换意图(同组换侧零币)
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const ATTR_LABELS := {"atk": "攻击", "max_hp": "生命上限", "armor_class": "护甲"} # 档位文案轴(数据契约 attr 词表,与 ShopOverlay 同款)
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# 方向稿取色(4-camp.png——柜台头带深棕/行板暖米;双色墨=亮板配深墨)——值单点收 UiKit(T4 裸色收口批)
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const HEADER_BAND_COL := UiKit.CAMP_HEADER_BAND
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const ROW_PLATE_COL := UiKit.CAMP_ROW_PLATE
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const BADGE_PANEL_COL := UiKit.CAMP_BADGE_PANEL
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var _balance_label: Label
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var _forge_holder: VBoxContainer
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var _workshop_holder: VBoxContainer
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var _tree_holder: VBoxContainer # 天赋树面板(迭代 12 T9 程序占位——行板复用行板结构)
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var _forge_rows: Array[Dictionary] = [] # [{attr, level_l, price_l, btn}]——refresh_camp 就地重刷(零重建回流)
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var _workshop_rows: Array[Dictionary] = [] # [{item_id, progress_l, status_l}]
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var _attune_header_l: Label # 同调装配段(迭代 11 第①批 T4 工坊扩容——Slots 点亮呈现)
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var _attune_btns: Array[Dictionary] = [] # [{item_id, btn}]——装配/卸下切换钮(满位禁选随刷)
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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)
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var _refresh_l: Label # Y 刷新升级行(P1 甲——每冒险开局给 Y 次、冒险周期池)
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var _refresh_btn: Button
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var _recent_list: Label # 最近冒险(逐行拼接 label——只读账面,随 open_camp 重建)
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func _init() -> void:
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var dim := UiKit.modal_dim(self, Color(0, 0, 0, 0.45)) # 方向稿=石纹底透出(浅 dim——石纹全屏底担当氛围)
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# 石纹底噪(样张 v2 冻结件——start overlay 同款;缺位不挂即回退平 dim)
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var bd_tex := UiKit.load_tex(UiKit.TEX_BACKDROP_STONE)
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if bd_tex != null:
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var bd := TextureRect.new()
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bd.texture = bd_tex
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bd.stretch_mode = TextureRect.STRETCH_TILE
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bd.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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bd.set_anchors_preset(Control.PRESET_FULL_RECT)
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bd.mouse_filter = Control.MOUSE_FILTER_IGNORE
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dim.add_child(bd)
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var root := MarginContainer.new()
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.add_theme_constant_override("margin_left", 16)
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root.add_theme_constant_override("margin_right", 16)
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root.add_theme_constant_override("margin_top", 12)
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root.add_theme_constant_override("margin_bottom", 12)
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dim.add_child(root)
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var col := VBoxContainer.new()
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col.add_theme_constant_override("separation", 8)
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root.add_child(col)
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# ── 顶栏:左铭牌(标题+副题)/ 右钥石徽 ──
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var top := HBoxContainer.new()
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top.add_theme_constant_override("separation", 10)
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col.add_child(top)
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var plaque := PanelContainer.new()
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plaque.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 2, 1, Vector4(14, 8, 14, 8)))
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top.add_child(plaque)
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var plaque_col := VBoxContainer.new()
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plaque.add_child(plaque_col)
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var title := UiKit.label("营地 · 永久强化", 22, true, UiKit.INK_TITLE)
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plaque_col.add_child(title)
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var sub := UiKit.label("跨局成长账本——钥石换永久属性", 13, false, UiKit.STONE)
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plaque_col.add_child(sub)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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top.add_child(spacer)
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var badge := PanelContainer.new()
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badge.add_theme_stylebox_override("panel",
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UiKit.panel_flat(BADGE_PANEL_COL, UiKit.PANEL_BORDER, 2, 1, Vector4(14, 8, 14, 8)))
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top.add_child(badge)
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var bal_row := HBoxContainer.new()
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bal_row.add_theme_constant_override("separation", 6)
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badge.add_child(bal_row)
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var keystone_icon := UiKit.icon_rect(UiKit.TEX_ICON_KEYSTONE, 18) # 缺位 null → 纯文本回退
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if keystone_icon != null:
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bal_row.add_child(keystone_icon)
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_balance_label = UiKit.label("钥石 0", 18, true, UiKit.GOLD)
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bal_row.add_child(_balance_label)
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# ── 三柜台列(方向稿同构:头带深棕+米色板身)──
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var mid := HBoxContainer.new()
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mid.add_theme_constant_override("separation", 18)
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mid.alignment = BoxContainer.ALIGNMENT_CENTER
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mid.size_flags_vertical = Control.SIZE_EXPAND_FILL
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col.add_child(mid)
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_forge_holder = VBoxContainer.new()
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_forge_holder.add_theme_constant_override("separation", 6)
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mid.add_child(_counter_panel("属性锻造", UiKit.TEX_ICON_FORGE, _forge_holder, 356))
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# 迭代 11 第①批 T4 工坊扩容(P2 甲程序占位——同调装配段+Y 升级行入工坊柜台,行板复用;行数增长以
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# 柜台内滚承载,冻结三柜台版式与另两柜台零触碰,视觉终稿归营地批)
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var ws_scroll := ScrollContainer.new()
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ws_scroll.custom_minimum_size = Vector2(340, 336)
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ws_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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_workshop_holder = VBoxContainer.new()
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_workshop_holder.add_theme_constant_override("separation", 6)
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ws_scroll.add_child(_workshop_holder)
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mid.add_child(_counter_panel("道具工坊", UiKit.TEX_ICON_WORKSHOP, ws_scroll, 356))
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var atlas_holder := VBoxContainer.new()
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mid.add_child(_counter_panel("奖励格图鉴", UiKit.TEX_ICON_ATLAS, atlas_holder, 356))
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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)", 13, false, UiKit.STONE)
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lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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lock_l.custom_minimum_size = Vector2(300, 0)
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atlas_holder.add_child(lock_l)
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# 天赋树面板(迭代 12 T9——程序占位:图鉴柜台下段承载树行〔脉分组行板+购买/切换钮〕;
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# 「三柜台→一树」字面重构归营地视觉批披露,本批功能重构程序占位先行)
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_tree_holder = VBoxContainer.new()
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_tree_holder.add_theme_constant_override("separation", 6)
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var tree_scroll := ScrollContainer.new()
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tree_scroll.custom_minimum_size = Vector2(300, 200)
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tree_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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tree_scroll.add_child(_tree_holder)
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atlas_holder.add_child(tree_scroll)
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# ── 底栏:关闭钮(左)/ 操作注记(右)+ 最近冒险条带 ──
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var close_btn := UiKit.button("关闭营地(回开始界面)")
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close_btn.pressed.connect(_emit_closed)
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var bottom := HBoxContainer.new()
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bottom.add_theme_constant_override("separation", 10)
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bottom.add_child(close_btn)
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var spacer2 := Control.new()
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spacer2.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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bottom.add_child(spacer2)
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var caption := UiKit.label("每购得一件永久强化,对应柜台亮起一格暖光 · 价格为钥石", 13, false, UiKit.WARM_SOFT)
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bottom.add_child(caption)
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col.add_child(bottom)
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_recent_list = UiKit.label("", 13, false, UiKit.WARM_SOFT)
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_recent_list.clip_text = true
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_recent_list.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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col.add_child(_recent_list)
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visible = false
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# 柜台列面板(方向稿同构):PanelContainer 米板身 + 头带深棕(图标+标题暖白)
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func _counter_panel(title_text: String, icon_path: String, holder: Control, min_w: int) -> PanelContainer:
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var panel := PanelContainer.new()
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panel.custom_minimum_size = Vector2(min_w, 0)
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panel.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 3, 1, Vector4(10, 10, 10, 10)))
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var vbox := VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 8)
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panel.add_child(vbox)
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var band := PanelContainer.new()
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band.add_theme_stylebox_override("panel", UiKit.panel_flat(HEADER_BAND_COL, UiKit.PANEL_BORDER, 2, 1, Vector4(10, 5, 10, 5)))
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vbox.add_child(band)
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var head := HBoxContainer.new()
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head.add_theme_constant_override("separation", 6)
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band.add_child(head)
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if icon_path != "":
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var ic := UiKit.icon_rect(icon_path, 16) # 缺位 null → 纯文本回退
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if ic != null:
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head.add_child(ic)
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var l := UiKit.label(title_text, 16, true, UiKit.WARM)
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head.add_child(l)
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vbox.add_child(holder)
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return panel
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# ---- 柜台行构建(open_camp 重建;行结构仿 ShopOverlay 商品卡——亮板双色墨制)----
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# 天赋树段重建(迭代 12 T9 程序占位——脉分组行板:节点名/等级/价/购买钮 + Fork 组侧切换钮;
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# 树数据 = 组合根 _camp_data().tree 投影 [{node_id, display_name, vein, kind, level, price, can_buy,
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# currency}...] + fork_groups [{group, active_side, sides:[{node_id, side, display_name, owned}]}])
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func _rebuild_tree(data: Dictionary) -> void:
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for c in _tree_holder.get_children():
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c.queue_free()
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var tree: Array = data.get("tree", []) as Array
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var forks: Array = data.get("fork_groups", []) as Array
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var vein_names := {"spine": "·主干脊柱·", "forge": "·锻造脉·", "keystone": "·钥石脉·", "attune": "·同调脉·"}
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var last_vein := ""
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for row in tree:
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var vein := String(row.get("vein", ""))
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if vein != last_vein:
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last_vein = vein
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var vh := UiKit.label(String(vein_names.get(vein, vein)), 13, true, UiKit.GOLD_DEEP)
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_tree_holder.add_child(vh)
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var hb := HBoxContainer.new()
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hb.add_theme_constant_override("separation", 6)
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var lvl := int(row.get("level", 0))
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var cap := int(row.get("cap", 1))
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var name_l := UiKit.label("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, cap], 13, false, UiKit.INK_LABEL)
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name_l.custom_minimum_size = Vector2(150, 0)
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name_l.clip_text = true
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hb.add_child(name_l)
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if String(row.get("kind", "")) == "fork":
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continue # Fork 行去 UI 化——由 fork_groups 段承载切换钮
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var btn := UiKit.button("购买 %d" % int(row.get("price", 0)))
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btn.pressed.connect(func(): tree_buy_requested.emit(String(row.get("node_id", ""))))
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btn.disabled = not bool(row.get("can_buy", false))
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hb.add_child(btn)
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_tree_holder.add_child(hb)
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for fg in forks:
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var group := String(fg.get("group", ""))
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var active := String(fg.get("active_side", ""))
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var fb := HBoxContainer.new()
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fb.add_theme_constant_override("separation", 6)
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var gl := UiKit.label("%s[激活:%s]" % [String(fg.get("display_name", group)), active if active != "" else "未激活"], 13, false, UiKit.INK_LABEL)
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fb.add_child(gl)
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for side_row in (fg.get("sides", []) as Array):
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var sd := String(side_row.get("side", ""))
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var sb := UiKit.button(String(side_row.get("display_name", sd)))
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sb.pressed.connect(func(): tree_fork_toggled.emit(group, sd))
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sb.disabled = not bool(side_row.get("owned", false))
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fb.add_child(sb)
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_tree_holder.add_child(fb)
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# 打开营地(全量重建三柜台行 + 同调装配段 + 天赋树段 + 最近冒险——数据 = 组合根 _camp_data() 投影)
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func open_camp(data: Dictionary) -> void:
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_rebuild_forge(data)
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_rebuild_workshop(data)
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_rebuild_attune(data)
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_rebuild_tree(data)
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_rebuild_recent(data)
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refresh_camp(data)
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visible = true
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# 状态重刷(购买后调用——余额/价格/禁用态/工坊状态就地改文案,零重建)
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func refresh_camp(data: Dictionary) -> void:
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var balance := int(data.get("balance", 0))
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_balance_label.text = "钥石 %d" % balance
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var forge_by_attr := {}
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for row in data.get("forge", []):
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forge_by_attr[String(row.get("attr", ""))] = row
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for card in _forge_rows:
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var row: Dictionary = forge_by_attr.get(String(card.attr), {})
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if row.is_empty():
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continue
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card.level_l.text = "Lv %d" % int(row.get("level", 0))
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card.price_l.text = "%d 钥石" % int(row.get("price", 0))
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card.btn.disabled = balance < int(row.get("price", 0)) # 余额不足禁用置灰
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var ws_by_id := {}
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for row in data.get("workshop", []):
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ws_by_id[String(row.get("item_id", ""))] = row
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for card in _workshop_rows:
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var row: Dictionary = ws_by_id.get(String(card.item_id), {})
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if row.is_empty():
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continue
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var th := int(row.get("threshold", 0))
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var prog := int(row.get("progress", 0))
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var unlocked := bool(row.get("unlocked", false))
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card.progress_l.text = "累计通关 %d / %d 次" % [prog, th]
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# 迭代 7 T5——失义件(显影尘/地穴全图卷 Alpha 重定)与退役件(探宝罗盘 2026-09-29 拍板①乙)呈现口径;
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# 状态色随卡⑭ 亮板双色墨制(深墨族替代暖白族——亮板上暖白不可读)
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var st_text := "未解锁"
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var st_col: Color = UiKit.STONE
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if bool(row.get("retired", false)):
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st_text = "已退役"
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st_col = UiKit.STONE
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elif bool(row.get("deferred", false)) and unlocked:
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st_text = "已解锁 · 能力封存中"
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st_col = UiKit.GOLD_DEEP
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elif unlocked:
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st_text = "已解锁"
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st_col = UiKit.GOLD_DEEP
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card.status_l.text = st_text
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card.status_l.add_theme_color_override("font_color", st_col)
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# 同调装配段状态就地刷(迭代 11 第①批 T4——Slots 点亮/满位禁选/Y 升级行余额联动)
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var att: Dictionary = data.get("attune", {})
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if _attune_header_l != null:
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var slots_n := int(att.get("slots", 0))
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var eq: Array = att.get("equipped", [])
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_attune_header_l.text = "── 同调装配 Slots %d/%d ──" % [eq.size(), slots_n]
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var eq_set := {}
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for v in eq:
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eq_set[String(v)] = true
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for card2 in _attune_btns:
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var on: bool = eq_set.has(String(card2.item_id))
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card2.btn.text = "卸下" if on else "装配"
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card2.btn.disabled = (not on) and eq.size() >= slots_n # 满位禁选
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if _refresh_l != null:
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var rf: Dictionary = att.get("refresh", {})
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_refresh_l.text = "三选一刷新 +%d 次/冒险 · Lv%d" % [int(rf.get("charges", 0)), int(rf.get("level", 0))]
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_refresh_btn.text = "已满级" if bool(rf.get("maxed", false)) else "升级 %d 钥石" % int(rf.get("price", 0))
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_refresh_btn.disabled = bool(rf.get("maxed", false)) or balance < int(rf.get("price", 0))
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func _rebuild_forge(data: Dictionary) -> void:
|
||
_forge_rows.clear()
|
||
for child in _forge_holder.get_children():
|
||
child.queue_free()
|
||
for row in data.get("forge", []):
|
||
_forge_rows.append(_build_forge_row(_forge_holder, row))
|
||
|
||
|
||
func _build_forge_row(holder: VBoxContainer, row: Dictionary) -> Dictionary:
|
||
var card := PanelContainer.new()
|
||
card.add_theme_stylebox_override("panel", UiKit.panel_flat(ROW_PLATE_COL, UiKit.PANEL_BORDER, 2, 1, Vector4(10, 4, 10, 4)))
|
||
var line := HBoxContainer.new()
|
||
line.add_theme_constant_override("separation", 12)
|
||
card.add_child(line)
|
||
var attr := String(row.get("attr", ""))
|
||
var name_l := UiKit.label("%s %+d/级" % [String(row.get("display_name", "")), int(row.get("flat", 0))], 14, true, UiKit.INK)
|
||
name_l.custom_minimum_size = Vector2(132, 0)
|
||
line.add_child(name_l)
|
||
var level_l := UiKit.label("", 14, false, UiKit.INK)
|
||
level_l.custom_minimum_size = Vector2(44, 0)
|
||
line.add_child(level_l)
|
||
var price_l := UiKit.label("", 14, false, UiKit.STONE)
|
||
price_l.custom_minimum_size = Vector2(64, 0)
|
||
line.add_child(price_l)
|
||
var btn := UiKit.button("锻造 +1 级")
|
||
btn.pressed.connect(_emit_buy_requested.bind(attr))
|
||
line.add_child(btn)
|
||
holder.add_child(card)
|
||
return {"attr": attr, "level_l": level_l, "price_l": price_l, "btn": btn}
|
||
|
||
|
||
func _rebuild_workshop(data: Dictionary) -> void:
|
||
_workshop_rows.clear()
|
||
for child in _workshop_holder.get_children():
|
||
child.queue_free()
|
||
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, 2, 1, Vector4(10, 4, 10, 4)))
|
||
var line := HBoxContainer.new()
|
||
line.add_theme_constant_override("separation", 12)
|
||
card.add_child(line)
|
||
var name_l := UiKit.label(String(row.get("display_name", "")), 14, true, UiKit.INK)
|
||
name_l.custom_minimum_size = Vector2(132, 0)
|
||
line.add_child(name_l)
|
||
var progress_l := UiKit.label("", 13, false, UiKit.STONE)
|
||
progress_l.custom_minimum_size = Vector2(110, 0)
|
||
line.add_child(progress_l)
|
||
# 状态色随卡⑭ 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(T4 收口保留)
|
||
var status_l := UiKit.label("", 13, true, UiKit.STONE)
|
||
line.add_child(status_l)
|
||
_workshop_holder.add_child(card)
|
||
_workshop_rows.append({"item_id": String(row.get("item_id", "")), "progress_l": progress_l, "status_l": status_l})
|
||
|
||
|
||
# 同调装配段重建(迭代 11 第①批 T4——工坊柜台尾部追加;Slots 点亮+九件行板+Y 升级行,程序占位面)
|
||
func _rebuild_attune(data: Dictionary) -> void:
|
||
for n in _attune_nodes:
|
||
n.queue_free()
|
||
_attune_nodes.clear()
|
||
_attune_btns.clear()
|
||
var att: Dictionary = data.get("attune", {})
|
||
_attune_header_l = UiKit.label("", 13, 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", "")), 13, true, UiKit.INK)
|
||
name_l.custom_minimum_size = Vector2(96, 0)
|
||
line.add_child(name_l)
|
||
var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能", 12, false, UiKit.STONE)
|
||
form_l.custom_minimum_size = Vector2(58, 0)
|
||
line.add_child(form_l)
|
||
var btn := UiKit.button("装配")
|
||
btn.pressed.connect(attune_toggled.emit.bind(iid))
|
||
line.add_child(btn)
|
||
_workshop_holder.add_child(line)
|
||
_attune_nodes.append(line)
|
||
_attune_btns.append({"item_id": iid, "btn": btn})
|
||
var refresh_line := HBoxContainer.new()
|
||
refresh_line.add_theme_constant_override("separation", 6)
|
||
_refresh_l = UiKit.label("", 12, false, UiKit.STONE)
|
||
refresh_line.add_child(_refresh_l)
|
||
_refresh_btn = UiKit.button("升级")
|
||
_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 = 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 · 通关 %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)
|