Files
gplan-2/game/data/schemas/camp_scene_layout_table.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

68 lines
3.0 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
## 营地场景布局表 schema(camp_scene_layout.tres):10 层贴图矩形/命中矩形/门洞缺口/围墙带包络/顶栏禁区。
## 坐标数值唯一事实源=数据行本表——视图、探针、单测一律读表取值,禁另写坐标字面量。
class_name CampSceneLayoutTable
extends Resource
@export var canvas := Vector2(1280, 800) # 终稿画布(工程档同幅面)
@export var hud_band_h := 48 # 顶栏禁区高度(命中不侵)
@export var gate_gap := Vector2i(520, 760) # 门洞缺口 x 范围(透出背景层小路,禁填死)
@export var wall_band := Rect2(0, 240, 1280, 70) # 围墙带包络(门柱顶 240—桩底 310;围墙贴图须落在其内)
@export var layers: Array[CampSceneLayerSpec] = []
## 加载期 fail-fast 校验(ConfigDB 装载即查,问题非空=数据致命)。
## 校验面按件拆分:层身份与贴图矩形/命中区边界/命中区互斥/围墙带包络。
func validate() -> Array[String]:
var problems: Array[String] = []
var clickables: Array[CampSceneLayerSpec] = _collect_clickables(problems)
_check_hotspot_bounds(clickables, problems)
_check_hotspot_disjoint(clickables, problems)
_check_wall_band(problems)
return problems
func _collect_clickables(problems: Array[String]) -> Array[CampSceneLayerSpec]:
var seen: Dictionary[StringName, bool] = {}
var clickables: Array[CampSceneLayerSpec] = []
for layer in layers:
if layer.key == &"":
problems.append("层键为空")
continue
if seen.has(layer.key):
problems.append("层键重复: %s" % layer.key)
seen[layer.key] = true
if _out_of_canvas(layer.texture_rect):
problems.append("贴图矩形越画面: %s %s" % [layer.key, layer.texture_rect])
if layer.is_clickable():
if layer.hotspot_key == &"":
problems.append("可点层缺命中键: %s" % layer.key)
clickables.append(layer)
elif layer.hotspot_key != &"":
problems.append("不可点层带命中键: %s" % layer.key)
return clickables
func _check_hotspot_bounds(clickables: Array[CampSceneLayerSpec], problems: Array[String]) -> void:
for h in clickables:
if h.hotspot.position.x < 0.0 or h.hotspot.position.y < hud_band_h \
or _out_of_canvas(h.hotspot):
problems.append("命中区越画面或侵顶栏禁区: %s %s" % [h.key, h.hotspot])
func _check_hotspot_disjoint(clickables: Array[CampSceneLayerSpec], problems: Array[String]) -> void:
for i in clickables.size():
for j in range(i + 1, clickables.size()):
if clickables[i].hotspot.intersects(clickables[j].hotspot):
problems.append("命中区相交: %s × %s" % [clickables[i].key, clickables[j].key])
func _check_wall_band(problems: Array[String]) -> void:
for layer in layers:
if layer.key == &"wall" and not wall_band.encloses(layer.texture_rect):
problems.append("围墙贴图越围墙带包络: %s" % layer.texture_rect)
func _out_of_canvas(rect: Rect2) -> bool:
return rect.position.x < 0.0 or rect.position.y < 0.0 \
or rect.end.x > canvas.x or rect.end.y > canvas.y