- T0: game/assets/theme/main_theme.tres 挂 project.godot gui/theme/custom—— 15 类型全覆盖(V/HScrollBar·ScrollContainer·H/VSlider·TooltipPanel/Label· LineEdit·SpinBox·H/VSeparator)+预盖 CheckBox/CheckButton/OptionButton/ PopupMenu 弹层;default_font 显式指现役同字体(V6 中文字形防御); 位图生成脚本 tools/gen_theme_icons.py(9 张纯色/几何小位图→assets/art/ui/gen/, 按 .gitignore 政策本地生成不入库);色值溯源表 game/assets/theme/README.md - T1: ui_kit.gd 删 tooltip_theme()/_tip_theme 与 styled_slider()、ui_assembler.gd 删挂载行(旧实现同批删除);settings_overlay 几何内联、debug_overlay 双轨消隐 - T2: 冒烟 _smoke_global_theme() 38 断言(V1 类型覆盖+Button/focus 双红线+ V2 冻结值 5.49:1+V3 预盖证词+V4 退役零残留+V6 字体防御) - 引擎事实(4.7.2 源码+默认主题链双查):CheckButton 与 CheckBox 同套 checked/unchecked 图标名;Slider 无 grabber_pressed 槽;ScrollBar 柄=StyleBox
149 lines
6.6 KiB
GDScript
149 lines
6.6 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Date: 2026-09-29(迭代 8 卡④ 最小设置面)
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# 设置覆盖层(纯视图边界规范 1.3 同款):音量滑杆/全屏/减动效三件+返回(退出游戏已提级开始菜单)。
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# 生效与持久化全经 SettingsStore 单点(实时应用+即改即存);本类零核心触碰。
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# 减动效转正承载(测试调整板旧开关退役——设置面唯一入口,卡④ AC③)。
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# 探针接缝:retarget(store) = 隔离存档换注口(同 camp 换注先例);控件引用公有只读供断言。
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class_name SettingsOverlay
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extends Control
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signal closed
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var _store
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var _volume: HSlider
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var _volume_val: Label
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var _fs_btn: Button # M4 换 SwitchToggle 拨杆(仍 Button 子类——探针接缝保持)
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var _motion_btn: Button # M4 同上
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var _fs_st: Label # M4 状态字随行(开/关)
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var _motion_st: Label # M4 状态字(完整/快速)
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func _init(store) -> void:
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_store = store
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_build()
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_sync()
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visible = false
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# 探针隔离换注(冒烟/探针禁碰真实 user://settings.cfg——换注后按新 store 重挂控件态)
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func retarget(store) -> void:
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_store = store
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_sync()
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func _build() -> void:
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# M4(UI 落码批):石板面板化(demo ③)+行牌化(标签+拨杆+状态字+后果说明行);
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# 设置项零增减(P-C6:只有主音量——demo 音效音量行系原型发明已撤);
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# 减动效与结算演出动画=同一设置(语义命名批合并),一行承载。
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# T8(UI 设计对齐批 2026-10-06):两列对齐(label 列定宽 140——demo .setrow label/控制两列)+
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# 后果说明内联随行(demo .why 同排)+返回钮紧凑化(demo .btn9 紧凑——原 216 宽砖)。
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var shell: Dictionary = UiKit.modal_shell(self, UiKit.BG_BRIGHT, Vector2(560, 0), 8, true,
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UiKit.panel_skinned(Vector4(20, 16, 20, 16)))
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var box: VBoxContainer = shell.box
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var title := UiKit.label("设置",UiKit.FS_TITLE, true, UiKit.INK_TITLE)
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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box.add_child(title)
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var hint := UiKit.label("系统级设置——独立存储不随存档(一安装一份,删游戏才消失)",UiKit.FS_HINT, false, UiKit.INK_HINT)
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hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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box.add_child(hint)
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box.add_child(HSeparator.new())
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# 音量(master bus 实时生效——入口归设置、生效口径归 音频.md)
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var vol_row := HBoxContainer.new()
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vol_row.add_theme_constant_override("separation", 14)
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box.add_child(vol_row)
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var vol_lab := UiKit.label("主音量",UiKit.FS_BODY, false, UiKit.INK_LABEL)
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vol_lab.custom_minimum_size = Vector2(140, 0) # T8 label 列定宽(两列对齐)
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vol_row.add_child(vol_lab)
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_volume = HSlider.new()
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_volume.min_value = 0.0
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_volume.max_value = 100.0
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_volume.value = 100.0
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_volume.custom_minimum_size = Vector2(200, 24) # 几何/量程内联(迭代 25:样式滑杆工厂退役,皮肤走全局主题)
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_volume.step = 1
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_volume.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_volume.value_changed.connect(_on_volume_changed)
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vol_row.add_child(_volume)
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_volume_val = UiKit.label("100%",UiKit.FS_BODY, true, UiKit.INK_TITLE)
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_volume_val.custom_minimum_size = Vector2(60, 0)
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vol_row.add_child(_volume_val)
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# 全屏(拨杆形——M10 SwitchToggle;状态字随行)
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var fs_row := HBoxContainer.new()
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fs_row.add_theme_constant_override("separation", 14)
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box.add_child(fs_row)
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var fs_lab := UiKit.label("全屏",UiKit.FS_BODY, false, UiKit.INK_LABEL)
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fs_lab.custom_minimum_size = Vector2(140, 0) # T8 同上
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fs_row.add_child(fs_lab)
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_fs_btn = UiKit.switch_toggle(false)
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_fs_btn.toggled.connect(_on_fullscreen_toggled)
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fs_row.add_child(_fs_btn)
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_fs_st = UiKit.label("关",UiKit.FS_HINT, true, UiKit.INK_LABEL)
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fs_row.add_child(_fs_st)
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# 结算演出动画(=减动效实称——语义命名批 T17;拨杆 on=完整,off=快速时长减半。
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# T8 核证:reduced_motion 单设置同驱 UiKit.motion_scale 与结算演播——demo「减动效」行与
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# 本行系同一设置,不另立行(拆两行=一设置双行重复,违语义命名批裁决)
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var motion_row := HBoxContainer.new()
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motion_row.add_theme_constant_override("separation", 14)
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box.add_child(motion_row)
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var motion_lab := UiKit.label("结算演出动画",UiKit.FS_BODY, false, UiKit.INK_LABEL)
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motion_lab.custom_minimum_size = Vector2(140, 0) # T8 同上
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motion_row.add_child(motion_lab)
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_motion_btn = UiKit.switch_toggle(true)
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_motion_btn.toggled.connect(_on_motion_toggled)
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motion_row.add_child(_motion_btn)
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_motion_st = UiKit.label("完整",UiKit.FS_HINT, true, UiKit.INK_LABEL)
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motion_row.add_child(_motion_st)
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var why := UiKit.label("快速 = 时长减半(运动敏感 / 演示用)",UiKit.FS_CAPTION, false, UiKit.INK_HINT)
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motion_row.add_child(why) # T8 内联随行(demo .why 同排;原独立行换排)
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box.add_child(HSeparator.new())
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# 退出游戏已提级开始菜单(D1——设置面不再承载,用户裁决「退出只在一级菜单出现」)
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var close_row := HBoxContainer.new()
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close_row.alignment = BoxContainer.ALIGNMENT_CENTER
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box.add_child(close_row)
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var close_btn := UiKit.button("返回", 90.0) # T8 紧凑返回钮(demo 紧凑形;原 216 宽砖)
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close_btn.pressed.connect(_emit_closed)
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close_row.add_child(close_btn)
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func _sync() -> void:
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_volume.set_value_no_signal(roundf(_store.volume_linear * 100.0))
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_volume_val.text = "%d%%" % roundi(_store.volume_linear * 100.0)
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_fs_btn.set_pressed_no_signal(_store.fullscreen)
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_fs_st.text = "开" if _store.fullscreen else "关"
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_motion_btn.set_pressed_no_signal(not _store.reduced_motion) # 拨杆 on=完整
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_sync_motion_text()
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# T17 修复:文案随状态即时刷新(旧 bug=切换后文案恒「开」,玩家无法得知当前态)+语义命名
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# (「减动效」玩家读不懂——实称「结算演出动画」速度档)+操作提示内联(所见即所得)。
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func _sync_motion_text() -> void:
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_motion_st.text = "快速" if _store.reduced_motion else "完整"
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func _on_volume_changed(v: float) -> void:
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_store.volume_linear = v / 100.0
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_store.apply()
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_store.save_settings()
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_volume_val.text = "%d%%" % int(v)
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func _on_fullscreen_toggled(on: bool) -> void:
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_store.fullscreen = on
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_store.apply()
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_store.save_settings()
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func _on_motion_toggled(on: bool) -> void:
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_store.reduced_motion = not on # M4 拨杆语义翻转:on=完整(off=快速)
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_store.apply()
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_store.save_settings()
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_sync_motion_text() # T17 修复:切换即时刷新文案(旧版漏刷新=状态文字恒「开」)
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func _emit_closed() -> void:
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closed.emit()
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