Files
gplan-2/game/presentation/views/ui_kit.gd
T
DKChan 2301db5540 iter9-numfix-a: L2/L3 数字可读性修复(甲案——数字墨族按板自适应)
- 根因:v3.5 冻结④亮墨三档(#D8ECF0 系)直画只按 L1 dungeon 验收;underdark/deep_underdark
  地板亮白筋纹归一后 p90=0.40/0.66,亮墨对亮斑 CR 1.0-1.9 融字(用户实机截图 2026-09-30 实证)
- 修法:_digit_ink_mode 按归一后地板逐像素分位数选墨族——对 p90 ≥4.5 且对均值 ≥2.0,
  亮族过选亮族否则深墨三档(青墨/赭墨/锈墨色温语义同构);缺盘平色回退态默认深墨
- 实测(引擎口径):dungeon 亮族 4.79/5.80 维持;underdark 深族 5.34/2.41;deep_underdark 深族 5.08/2.42
- 机检面:terrain_tile_sets_test 增三关对比断言(同一归一+选族管线+期望族表)21/21 绿
- 轻闸:冒烟 596/0+ui_input/ui/click/layout 四探针 PASS
2026-10-01 00:43:54 +08:00

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# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-09-11(2026-09-20 样式收敛批:全站色板与 StyleBox 工厂单点化)
# 呈现层共享小部件工厂 + 全站取色/描边唯一出口——各视图禁再内联 Color8/StyleBoxFlat
# 字面量;美术批换皮只改本文件(值 = 收敛时各视图现值快照,本批零视觉变化)。
class_name UiKit
extends RefCounted
# ── 色板(语义族;值 = 2026-09-20 收敛时现值) ──
const INK := Color8(51, 38, 27) # 墨族——正文/数字(对格底 ≥4.5:1)
const INK_COLD := Color8(19, 46, 54) # 青墨 1-3 #132E36(数字墨三档·冷=稀疏——样张 v2 定稿 2026-09-28;亮瓦自适应深墨族档兼色牌后备路径)
const INK_OCHRE := Color8(60, 37, 12) # 赭墨 4-5 #3C250C(数字墨三档·中;亮瓦自适应深墨族档兼色牌后备路径)
const INK_RUST := Color8(74, 30, 20) # 锈墨 6-8 #4A1E14(数字墨三档·暖=密集;亮瓦自适应深墨族档兼色牌后备路径)
# ── 亮墨三档(圣经 v3.5 冻结④ 2026-09-30——数字直画已开格底:色温承袭密度语义,冷亮/暖白/金亮;
# 实测对比 6.0–6.3:1(A3a);金亮低饱和避奖励金语义;色牌后备组用深墨族上牌〔12:1〕。
# 2026-10-01 修订:亮墨族限暗纹理板(dungeon),亮筋纹板按 _digit_ink_mode 自适应切深墨三档)──
const INK_L_COLD := Color8(216, 236, 240) # 冷亮 1-3 #D8ECF0
const INK_L_WARM := Color8(240, 226, 200) # 暖白 4-5 #F0E2C8(关卡屏 WARM 同族)
const INK_L_GOLD := Color8(248, 227, 168) # 金亮 6-8 #F8E3A8
const INK_LABEL := Color8(46, 34, 24) # 标签深墨
const INK_TITLE := Color8(30, 26, 22) # 亮底标题墨
const INK_ROUTE := Color8(24, 20, 16) # 节点图最深墨
const INK_ON_GOLD := Color8(60, 44, 20) # 金底上的深墨
const PANEL_HERO := Color8(232, 220, 196) # 面板底·主角侧(英雄卡/角色信息框)
const PANEL_ENEMY := Color8(226, 212, 190) # 面板底·敌方卡
const PANEL_DATA := Color8(226, 210, 182) # 面板底·数据框(AP 条/状态槽)
const PANEL_STAGE := Color8(216, 200, 172) # 面板底·战斗画面区
const PANEL_BORDER := Color8(120, 106, 88) # 面板细线框;兼熄灭点阵(DOT_OFF 别名)
const GOLD := Color8(240, 168, 40) # 奖励金
const GOLD_DEEP := Color8(176, 122, 20) # 深金(金框描边/达意金)
const GOLD_LIT := Color8(230, 190, 90) # 亮金(候选高亮)
const GOLD_DIM := Color8(140, 116, 60) # 暗金(已过节点)
const GOLD_DONE := Color8(104, 86, 44) # 已过节点暗金·关卡画面呈现态(关卡画面样张 v1 冻结新值 #68562C——旧 GOLD_DIM #8C743C 对双色墨均 <4.5:1 对比硬指标逼守;GOLD_DIM 他用不动)
const SEAL_BLACK := Color8(0, 0, 0) # 封印黑 #000000——封印(插旗)宣告色(2026-09-28
# 用户拍板旗朱→封印紫→封印黑:紫色与微光蓝族色相冲突,黑色无色相天然避开禁入带
# 妨害紫 281° 各留 12-14° 间距;候选值样张批冻结;旗朱 #C63D22 退役)
const RED_DEEP := Color8(150, 60, 48) # 深朱(敌卡框/敌像)
const RED_MINE := Color8(150, 44, 36) # 引爆雷字朱(已开雷格"雷"字)
const RED_FORBID := Color8(120, 60, 50) # 禁止框朱
const RED_ALERT := Color8(200, 60, 48) # 报错朱
const HERO_BLUE := Color8(46, 134, 222) # 小人蓝 #2E86DE(样张 v2 定稿 2026-09-28——圣经 §4.1 候选值冻结;旧 #2E6E8E 收敛期快照退役)
const BOSS_PURPLE := Color8(143, 47, 106) # 紫赤(Boss 专属)
const DEBUFF_PURPLE := Color8(122, 66, 148) # 妨害紫(意图 ☠)
const DUSK := Color8(90, 108, 140) # 暮蓝(全作唯一暮蓝档——失败终局)
const WARM := Color8(240, 226, 200) # 暖白(暗底正文)
const WARM_SOFT := Color8(200, 188, 166) # 暖白次级(说明文)
const WARM_FAINT := Color8(178, 166, 146) # 暖白弱化(帮助文)
const WARM_ROUTE_SUB := Color8(210, 196, 170) # 节点图编号暖白
const STONE := Color8(120, 110, 98) # 灰石(通道/箭头/失效)
const STONE_FAINT := Color8(140, 124, 100) # 灰石弱化(占位提示文)
const DARK_UPCOMING := Color8(64, 58, 52) # 未达暗字(底/文同值)
const DARK_TEXT_FAINT := Color8(160, 150, 138)# 未达节点文字
const BRICK := Color8(201, 175, 131) # 棋盘·未开掩尘地砖 #C9AF83
const FLOOR := Color8(179, 154, 120) # 棋盘·已开裸土 #B39A78
const CONTACT_GLOW := Color8(214, 236, 255) # 可挖域接触带微光(蓝族浅一档·近白蓝——art-bible §3.2 v2.8 定稿;
# 旧绿相 DIG_EDGE 随画法切换退役 2026-09-26 批)
const CONTACT_GLOW_DEEP := Color8(150, 190, 230) # 接触带呼吸暗端(lerp 目标)
const DIGIT_PLATE := Color8(245, 234, 211) # 数字色牌(素色暖纸白直角牌——art-bible §4.1;数字一律垫牌,
# 可读不依赖格底——原则二;2026-09-26 呈现修复批落码)
const DIGIT_PLATE_EDGE := Color8(210, 198, 172) # 色牌牌缘线
const SLOT_BACKDROP := Color8(52, 44, 36) # B 区状态图标槽实底(深墨棕——白图标对比承载,2026-09-26 反馈④)
const BG_ROOT := Color8(30, 25, 20) # 屏幕根底
const BG_OVERLAY := Color8(28, 22, 18) # 模态遮罩底
const DIM := Color(0.08, 0.06, 0.05) # 遮罩基色(用时乘 alpha)
const TOAST_BG := Color(0.94, 0.91, 0.84, 0.95) # toast 面底
const TIP_BG := Color(0.16, 0.12, 0.09, 0.96) # tooltip 深底
# BBCode 十六进制(RichTextLabel 用;与上同值)
const HEX_GOLD := "f0a828"
const HEX_INK := "33261b"
const HEX_ON_GOLD := "3a2a08"
# 语义别名(同值异名——语义站点用别名,值仍单点)
const DOT_OFF := PANEL_BORDER
# ── 减动效(battle.md §Transitions 内建承诺:开启时时长减半;结算逐行兑现为信息载体降速不跳过)──
# 切片期入口 = TunePanel 开关(设置独立于存档两分制——正式设置层载体随设置批落位)
static var motion_scale := 1.0 # 1.0 常态 / 0.5 减动效
# 全部呈现层 tween 时长经本函数包装——新增动效一律 UiKit.motion(秒),禁再写裸时长字面量
static func motion(dur: float) -> float:
return dur * motion_scale
# ── 单位/特效纹理路径单点(棋盘小人贴图批 2026-09-25)──
# 素材 PNG 不入 git(用户裁定)——装载必须经 load_tex(exists 守卫),缺位返回 null 走各消费点
# 的字形/无演出回退路径;禁 preload(素材缺位树上直接断言炸脚本,冒烟安全红线)
const TEX_HERO_IDLE := "res://assets/art/character/character_hero_idle.png"
const TEX_HERO_WALK := "res://assets/art/character/character_hero_walk.png"
const TEX_HERO_PORTRAIT := "res://assets/art/character/character_hero_portrait.png" # B 区站桩立绘·normal 态(48px 档,迭代 6 T3 换装=new-normal 源)
const TEX_HERO_ATTACK := "res://assets/art/character/character_hero_attack.png" # B 区站桩立绘·attack 态(迭代 6 T3 三态切换)
const TEX_HERO_HIT := "res://assets/art/character/character_hero_hit.png" # B 区站桩立绘·hit 态(迭代 6 T3 三态切换)
# 敌种立绘(B 区站桩 2026-09-26 槽接线批)——文件键 = 数据表主键 enemy_id(圣经 §8.3 命名规范),
# 键集 = art-bible §4.6.4 八敌种;素材批入库前全部缺位(load_tex→null→字形回退),入库即显示零代码换装
const TEX_ENEMY_GOBLIN := "res://assets/art/character/character_enemy_goblin.png" # 地精
const TEX_ENEMY_BUGBEAR := "res://assets/art/character/character_enemy_bugbear.png" # 熊地精
const TEX_ENEMY_OGRE_CHIEF := "res://assets/art/character/character_enemy_ogre_chief.png" # 食人魔酋长
const TEX_ENEMY_GIANT_SPIDER := "res://assets/art/character/character_enemy_giant_spider.png" # 巨蜘蛛
const TEX_ENEMY_DRIDER := "res://assets/art/character/character_enemy_drider.png" # 蛛化卓尔精灵
const TEX_ENEMY_DUERGAR := "res://assets/art/character/character_enemy_duergar.png" # 灰矮人
const TEX_ENEMY_HOOK_HORROR := "res://assets/art/character/character_enemy_hook_horror.png" # 钩爪恐魔
const TEX_ENEMY_DUERGAR_KING := "res://assets/art/character/character_enemy_duergar_king.png" # 灰矮人石君王
# 框材组纹理槽(样张 v2 冻结批 T2 2026-09-28——♻ 复用件量化改色入包,产物 = tools/quantize_ui_skin.py,
# 全 CC0;缺位 = load_tex null → 程序化回退原路径,冒烟安全)
const TEX_PANEL_STONE := "res://assets/art/ui/panel_stone.png" # 石板亮面板九宫格 48×48
const TEX_BUTTON_STONE := "res://assets/art/ui/button_stone.png" # 按钮九宫格·常态(可按的砖)
const TEX_BUTTON_STONE_PRESSED := "res://assets/art/ui/button_stone_pressed.png" # 按钮九宫格·按压(下沉一档)
const TEX_BACKDROP_STONE := "res://assets/art/ui/backdrop_stone.png" # 石纹底噪 256×256 无缝
const TEX_BORDER_STONE := "res://assets/art/ui/border_stone.png" # 仪式石框(空心角括框)
const TEX_ICON_KEYSTONE := "res://assets/art/ui/icon_keystone.png" # 钥石图标(奖励金)
const TEX_ICON_FORGE := "res://assets/art/ui/icon_forge.png" # 柜台一·属性锻造
const TEX_ICON_WORKSHOP := "res://assets/art/ui/icon_workshop.png" # 柜台二·道具工坊
const TEX_ICON_ATLAS := "res://assets/art/ui/icon_atlas.png" # 柜台三·奖励格图鉴
# 节点图标五键(关卡画面样张 v1 冻结批 M-2 迭代 4 T2——20px 烘焙 1:1 消费,WARM 单色;
# 对象键 = node_type 文件侧延伸 §8.3;缺位 = load_tex null → 字形回退)
const TEX_NODE_BATTLE := "res://assets/art/ui/node_battle.png" # 节点图标·战斗房
const TEX_NODE_REWARD := "res://assets/art/ui/node_reward.png" # 节点图标·奖励房
const TEX_NODE_REST := "res://assets/art/ui/node_rest.png" # 节点图标·恢复房
const TEX_NODE_BOSS := "res://assets/art/ui/node_boss.png" # 节点图标·Boss 房
const TEX_NODE_SHOP := "res://assets/art/ui/node_shop.png" # 节点图标·商店房
# 素材纹理守卫装载(exists 检查避开缺位树上 ResourceLoader 报错刷屏——冒烟/无素材检出静默回退)
static func load_tex(path: String) -> Texture2D:
if ResourceLoader.exists(path):
return load(path)
return null
# CJK 随包字体(2026-09-27 用户拍板 Fusion Pixel OFL——CJK 覆盖+授权干净;命名遵 art-bible §8.3
# 全小写 snake_case 域前缀)。守卫装载同 load_tex 纪律:缺位返回 null(引擎回退字体接手,不炸)。
const FONT_UI := "res://assets/fonts/ui_font_fusion_pixel_zh_hans.ttf"
static func load_font(path: String) -> Font:
if ResourceLoader.exists(path):
var res: Resource = load(path)
return res as Font
return null
# ── StyleBox 工厂 ──
# margin = (左, 上, 右, 下);border_w = 0 即无边框(根底/遮罩用)
static func panel_flat(bg: Color, border: Color, corner: int = 0, border_w: int = 1, margin: Vector4 = Vector4.ZERO) -> StyleBoxFlat:
var sb := StyleBoxFlat.new()
sb.bg_color = bg
sb.set_corner_radius_all(corner)
sb.set_border_width_all(border_w)
sb.border_color = border
sb.content_margin_left = margin.x
sb.content_margin_top = margin.y
sb.content_margin_right = margin.z
sb.content_margin_bottom = margin.w
return sb
static func label(text: String, size: int, bold: bool) -> Label:
var l := Label.new()
l.text = text
l.add_theme_font_size_override("font_size", size)
if bold:
l.add_theme_color_override("font_color", INK_LABEL)
return l
static func button(text: String) -> Button:
var b := Button.new()
b.text = text
_apply_button_skin(b)
return b
# ── 框材纹理工厂(样张 v2 冻结批 T2——§7.1 容器穿戏服、数据素面;缺位回退 flat/主题默认) ──
# 九宫格 StyleBoxTexture(texture_margin 8px——quantize 脚本同值);tint 供消费点微调色调
static func _tex_sb(tex: Texture2D, margin: float, tint := Color.WHITE) -> StyleBoxTexture:
var sb := StyleBoxTexture.new()
sb.texture = tex
sb.texture_margin_left = margin
sb.texture_margin_top = margin
sb.texture_margin_right = margin
sb.texture_margin_bottom = margin
sb.modulate_color = tint
return sb
# 石板亮面板(B 区舞台/C 区主面板/图例——容器穿戏服;数据框仍 panel_flat 素面 §7.1)
static func panel_skinned(margin: Vector4 = Vector4.ZERO, tint := Color.WHITE) -> StyleBox:
var tex := load_tex(TEX_PANEL_STONE)
if tex == null:
return panel_flat(PANEL_DATA, PANEL_BORDER, 4, 1, margin)
var sb := _tex_sb(tex, 8.0, tint)
sb.content_margin_left = margin.x
sb.content_margin_top = margin.y
sb.content_margin_right = margin.z
sb.content_margin_bottom = margin.w
return sb
# 仪式石框(空心角括框——营地容器框;缺位回退暗面板)
static func frame_skinned(margin: Vector4 = Vector4.ZERO) -> StyleBox:
var tex := load_tex(TEX_BORDER_STONE)
if tex == null:
return panel_flat(BG_OVERLAY, PANEL_BORDER, 6, 1, margin)
var sb := _tex_sb(tex, 12.0)
sb.content_margin_left = margin.x
sb.content_margin_top = margin.y
sb.content_margin_right = margin.z
sb.content_margin_bottom = margin.w
return sb
# 图标槽(营地钥石/柜台件——缺位返回 null,消费点不挂 TextureRect 即回退纯文本)
static func icon_rect(tex_path: String, px: float) -> TextureRect:
var t := load_tex(tex_path)
if t == null:
return null
var tr := TextureRect.new()
tr.texture = t
tr.custom_minimum_size = Vector2(px, px)
tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
return tr
# 按钮皮(常态/按压两态+墨字——缺位 = 引擎默认主题,素材批前逐位一致)
static func _apply_button_skin(b: Button) -> void:
var tex_n := load_tex(TEX_BUTTON_STONE)
if tex_n == null:
return
var tex_p := load_tex(TEX_BUTTON_STONE_PRESSED)
b.add_theme_stylebox_override("normal", _tex_sb(tex_n, 8.0))
b.add_theme_stylebox_override("hover", _tex_sb(tex_n, 8.0))
if tex_p != null:
b.add_theme_stylebox_override("pressed", _tex_sb(tex_p, 8.0))
b.add_theme_stylebox_override("disabled", _tex_sb(tex_p, 8.0))
b.add_theme_color_override("font_color", INK)
b.add_theme_color_override("font_hover_color", INK)
b.add_theme_color_override("font_pressed_color", INK)
b.add_theme_color_override("font_focus_color", INK)
b.add_theme_color_override("font_disabled_color", Color(INK, 0.45))