- ui_kit.gd 新增 KeystoneBadge 徽章工厂件(Q10 甲裁决收编):钥石徽形制参数化 (烛光黄底 CANDLE+木描边 CAMP_HEADER_BAND+icon_rect 守卫装载缺位纯文本回退+INK_ON_GOLD 深墨字,value_label/set_text 面),消费方=营地覆盖层+暂停层——零新素材零新色值,值全取现行 token - camp_overlay_view.gd 钥石徽本地拼装(原 :79-92 panel_flat+icon_rect+label 三段)迁 UiKit.keystone_badge 工厂调用,形制参数逐项同原装配=观感零变化,消单点重复 - 新增 presentation/views/pause_overlay.gd:局内暂停层·只读——标题区+钥石余额行(badge 工厂件) +属性锻造三行已购等级/道具工坊六行解锁态(文案判据同营地柜台:退役>封存>已解锁>未解锁) /天赋树已购概览(已购节点等级+Fork 激活侧聚合文案,空态句)+「继续」关闭钮(代拍板:紧凑 90 返回钮形制沿用设置面先例);全部经 UiKit 工厂拼装(modal_shell/panel_skinned/label/button/ keystone_badge)零裸色值零自建样式(R1);零 tween 零 AnimationPlayer=零动效直开直关(R5/P4 甲) - main.gd 接线:PauseOverlay 实例化+登记 modal_stack 登记册设置层同档(确认弹窗之前——P2 甲, 登记序=树序=z 序纪律段同步换代)+closed 接 _on_pause_closed(模态栈单口收口)+ _pause_data() 快照投影(R4:实时读 MetaProgression 访问器 keystone_balance/forge_level/ workshop_status/tree_camp_rows/tree_fork_groups,行序复用营地屏同序〔MetaTable.FORGE_ATTRS〕, 快照仅单次开层生命周期、每次开层重建)+_open_pause_layer() 开层口(_open_modal 单口) - 纯呈现零数值改动=零 MC;核心层零改动(meta_progression/save_manager 未触碰) - 轻闸:冒烟 783/0 + ui_struct_probe PASS(基线对拍 T0:783/0 零漂移)
167 lines
7.5 KiB
GDScript
167 lines
7.5 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 局内暂停层·只读(迭代 17 卡③ 暂停层只读入口批 2026-10-06——任务书 v1.1;事实源=06-待办清单
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# 「解锁界面与钥石呈现的交互形态(残余:暂停层只读入口)」)。
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# 裁决落形:P1 丁=入口为战斗屏 HUD / 关卡地图屏常驻角标(入口装配在 ui_assembler/两屏,本类不含入口);
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# P2 甲=登记 modal_stack 设置层同档(确认弹窗之前)带 dim 遮罩;P3 甲=展示钥石余额+三柜台进度
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# (属性锻造三行已购等级 / 道具工坊六件解锁态 / 天赋树已购概览——层内行序与分组复用营地屏同序);
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# P4 甲=进出零动效直开直关(无 tween 无 AnimationPlayer——R5)。
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# 只读契约:R4 数据只读同源——账面快照由组合根 open_pause 喂入(每次开层实时读 MetaProgression
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# 访问器重建,快照仅用单次开层生命周期,跨开层零持有);本类零核心访问、零写通路——唯一信号
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# closed(关闭意图,组合根经模态栈单口收口)。R1 公共件单点:全部构成件经 UiKit 工厂产出
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#(modal_shell/panel_skinned/label/button/keystone_badge),零裸色值零自建样式。
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class_name PauseOverlay
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extends Control
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signal closed
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var _balance_badge: UiKit.KeystoneBadge # 钥石余额徽(badge 工厂件——Q10 甲)
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var _forge_holder: VBoxContainer
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var _workshop_holder: VBoxContainer
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var _tree_label: Label
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func _init() -> void:
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var shell: Dictionary = UiKit.modal_shell(self, Color(UiKit.DIM, 0.55), Vector2(560, 0), 10, true,
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UiKit.panel_skinned(Vector4(20, 16, 20, 16))) # 石板皮(缺位回退数据板——同设置面先例)
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var box: VBoxContainer = shell.box
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var title := UiKit.label("暂停",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("查看本局钥石与永久强化进度(只读——购买请回营地)",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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# 钥石余额行(badge 工厂件——与营地顶栏钥石徽同形制)
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var bal_row := HBoxContainer.new()
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bal_row.alignment = BoxContainer.ALIGNMENT_CENTER
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box.add_child(bal_row)
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_balance_badge = UiKit.keystone_badge("钥石 0")
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bal_row.add_child(_balance_badge)
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box.add_child(HSeparator.new())
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_section_head(box, "属性锻造 · 已购等级")
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_forge_holder = _section_holder(box)
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_section_head(box, "道具工坊 · 解锁态")
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_workshop_holder = _section_holder(box)
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_section_head(box, "天赋树 · 已购概览")
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_tree_label = UiKit.label("",UiKit.FS_HINT, false, UiKit.INK_LABEL)
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_tree_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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box.add_child(_tree_label)
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box.add_child(HSeparator.new())
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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("继续", 90.0) # 紧凑返回钮(设置面先例形制;文案=代拍板白名单「继续」级措辞)
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close_btn.tooltip_text = "关闭暂停层,继续当前冒险(本层只读,不发生任何购买或修改)"
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close_btn.pressed.connect(_emit_closed)
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close_row.add_child(close_btn)
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visible = false # 显式初始化——不靠树序巧合(缺陷⑤家族纪律)
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# 分组小节头(营地屏分组同构——fs 副标题档深墨)
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func _section_head(box: VBoxContainer, text: String) -> void:
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var head := UiKit.label(text,UiKit.FS_BODY, true, UiKit.INK_LABEL)
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box.add_child(head)
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func _section_holder(box: VBoxContainer) -> VBoxContainer:
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var holder := VBoxContainer.new()
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holder.add_theme_constant_override("separation", 4)
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box.add_child(holder)
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return holder
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# ---- 开层(组合根唯一调用口——快照随开随建,R4 单次开层生命周期口径)----
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func open_pause(data: Dictionary) -> void:
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_balance_badge.set_text("钥石 %d" % int(data.get("balance", 0)))
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_rebuild_forge(data)
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_rebuild_workshop(data)
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_rebuild_tree(data)
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visible = true
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# 属性锻造三行(营地屏同序同文案族——名称+每级 flat / 已购等级;只读零价格零按钮)
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func _rebuild_forge(data: Dictionary) -> void:
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for c in _forge_holder.get_children():
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c.queue_free()
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for row in (data.get("forge", []) as Array):
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var line := HBoxContainer.new()
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line.add_theme_constant_override("separation", 8)
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var name_l := UiKit.label("%s %+d/级" % [String(row.get("display_name", "")), int(row.get("flat", 0))],UiKit.FS_HINT, true, UiKit.INK)
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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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name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(name_l)
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var spacer := Control.new()
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spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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line.add_child(spacer)
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var lvl_l := UiKit.label("Lv %d" % int(row.get("level", 0)),UiKit.FS_HINT, true, UiKit.INK_TITLE)
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line.add_child(lvl_l)
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_forge_holder.add_child(line)
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# 道具工坊六行(解锁态文案与营地柜台同口径——退役/封存/已解锁/未解锁;进度=解锁判定量读数)
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func _rebuild_workshop(data: Dictionary) -> void:
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for c in _workshop_holder.get_children():
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c.queue_free()
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for row in (data.get("workshop", []) as Array):
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var line := HBoxContainer.new()
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line.add_theme_constant_override("separation", 8)
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var name_l := UiKit.label(String(row.get("display_name", "")),UiKit.FS_HINT, true, UiKit.INK)
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name_l.custom_minimum_size = Vector2(120, 0)
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name_l.clip_text = true
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name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(name_l)
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var prog_l := UiKit.label("累计通关 %d/%d 次" % [int(row.get("progress", 0)), int(row.get("threshold", 0))],UiKit.FS_HINT, false, UiKit.INK_HINT)
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prog_l.custom_minimum_size = Vector2(150, 0)
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prog_l.clip_text = true
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prog_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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line.add_child(prog_l)
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var st_l := UiKit.label(_workshop_state_text(row),UiKit.FS_HINT, true, UiKit.INK_LABEL)
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st_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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line.add_child(st_l)
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_workshop_holder.add_child(line)
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# 解锁态文案(camp_overlay_view.refresh_camp 同款判据——退役 > 封存 > 已解锁 > 未解锁)
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func _workshop_state_text(row: Dictionary) -> String:
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if bool(row.get("retired", false)):
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return "已退役"
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if bool(row.get("deferred", false)) and bool(row.get("unlocked", false)):
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return "已解锁 · 能力封存中"
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if bool(row.get("unlocked", false)):
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return "已解锁"
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return "未解锁"
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# 天赋树已购概览(单条聚合文案——已购节点等级 + Fork 组激活侧;零已购=空态句)
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func _rebuild_tree(data: Dictionary) -> void:
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var owned: Array[String] = []
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for row in (data.get("tree", []) as Array):
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var lvl := int(row.get("level", 0))
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if lvl > 0:
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owned.append("%s Lv%d/%d" % [String(row.get("display_name", "")), lvl, int(row.get("cap", 1))])
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for fg in (data.get("fork_groups", []) as Array):
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var active := String(fg.get("active_side", ""))
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if active == "":
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continue
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var side_name := active
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for sd in (fg.get("sides", []) as Array):
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if String(sd.get("side", "")) == active:
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side_name = String(sd.get("display_name", active))
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break
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owned.append("%s·激活 %s" % [String(fg.get("display_name", "")), side_name])
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if owned.is_empty():
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_tree_label.text = "尚未购买任何节点(天赋树在营地柜台三)"
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else:
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_tree_label.text = "已购 %d 项:%s" % [owned.size(), " · ".join(owned)]
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func _emit_closed() -> void:
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closed.emit()
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