260 lines
8.3 KiB
GDScript
260 lines
8.3 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# Date: 2026-10-04(迭代 14.5 调试整合批——主菜单三散件(随机种子/角色数值调整板/两层调试入口)收一张调试浮窗,
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# 原 views/tune_panel.gd 整体吸收退役)
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# 开发调试浮窗:入口 = 开始覆盖层右下角「调试」角标(DS_DEBUG=1 门控归组合根)——非主按钮组平级;
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# 仅开始菜单可开(浮于菜单之上的 Dialog 形态,不隐藏开始层——与确认弹窗同款;对局中不可达)。
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# 列表页形态可扩展:后续调试项按区块往下追加,超高滚动。
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# 纯视图边界(规范 1.3):数值应用/批量模拟/对局启动全部经信号外发由组合根承接
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#(apply_requested / simulate_requested / debug_levels_requested / closed);
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# 模拟进度与报告经 setter 注入——零核心写、不拼报告文案(装配归 HudPresenter)。
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# 探针接缝(ADR-0004"合成输入走真实翻译出口"口径):press_apply_for_probe 等三键 = 按钮真实信号路径。
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class_name DebugOverlay
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extends Control
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signal apply_requested(atk_pct: int, hp_pct: int) # 应用并关闭——加成落表归组合根单一应用路径
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signal simulate_requested(count: int) # 批量模拟编排归组合根(表基线复位 + 单路径施加)
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signal debug_levels_requested # 两层调试对局入口(编排归 debug_session.gd)
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signal closed
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var seed_edit: LineEdit # 组合根 _seed_value 唯一读取面(原开始覆盖层种子行迁入)
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var _db
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var _base_atk := 0
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var _base_hp := 0
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var _atk: HSlider
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var _hp: HSlider
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var _atk_val: Label
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var _hp_val: Label
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var _eff: Label
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var _sim_count: SpinBox
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var _sim_btn: Button
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var _sim_out: RichTextLabel
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func _init(db_ref, base_atk: int, base_hp: int) -> void:
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_db = db_ref
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_base_atk = base_atk
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_base_hp = base_hp
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_build()
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_sync_labels()
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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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# ---- 对外语义面(组合根/探针)----
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func atk_pct() -> int:
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return int(_atk.value)
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func hp_pct() -> int:
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return int(_hp.value)
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func set_sliders(atk: int, hp: int) -> void:
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_atk.value = atk
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_hp.value = hp
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func reset_sliders() -> void:
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_atk.value = 0
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_hp.value = 0
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_sync_labels()
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func effect_text() -> String:
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return _eff.text
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func set_sim_count(n: int) -> void:
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_sim_count.value = n
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func is_running() -> bool:
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return _sim_btn.disabled
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func set_sim_running(running: bool) -> void:
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_sim_btn.disabled = running
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_sim_btn.text = "模拟中…" if running else "运行模拟"
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func set_sim_progress(text: String) -> void:
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_sim_out.text = text
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func set_sim_report(text: String) -> void:
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_sim_out.text = text
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func output_text() -> String:
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return _sim_out.get_parsed_text()
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# ---- 探针接缝(真实翻译出口——按钮 pressed 信号路径,非直调组合根)----
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func press_apply_for_probe() -> void:
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_apply_btn_pressed()
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func press_reset_for_probe() -> void:
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_reset_btn_pressed()
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func press_simulate_for_probe() -> void:
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_sim_btn.pressed.emit()
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# ---- 内部(信号 → 外发)----
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func _apply_btn_pressed() -> void:
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apply_requested.emit(atk_pct(), hp_pct())
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func _reset_btn_pressed() -> void:
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reset_sliders()
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func effective_atk() -> int:
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return UiKit.scaled(_base_atk, atk_pct())
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func effective_max_hp() -> int:
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return UiKit.scaled(_base_hp, hp_pct())
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# ---- 内部构建(标题/关闭固定于浮窗骨架,可扩展列表区居中滚动)----
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func _build() -> void:
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var shell: Dictionary = UiKit.modal_shell(self, UiKit.BG_OVERLAY, Vector2(640, 0), 8)
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var box: VBoxContainer = shell.box
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var title := UiKit.label("调试", 26, true, UiKit.WARM)
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box.add_child(title)
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var desc := UiKit.label(
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"开发调试专用——仅开始菜单可开(DS_DEBUG=1 时入口点亮)。\n百分比叠加基础值:攻击 %d / 生命 %d。影响所有模式(手动与模拟),不落盘。" % [_base_atk, _base_hp],
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13, false, UiKit.WARM_SOFT)
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box.add_child(desc)
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box.add_child(HSeparator.new())
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# 可扩展列表页(后续调试项按区块往下追加——超高滚动,滚轮下探)
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var scroll := ScrollContainer.new()
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scroll.custom_minimum_size = Vector2(0, 430)
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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box.add_child(scroll)
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var list := VBoxContainer.new()
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list.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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list.add_theme_constant_override("separation", 8)
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scroll.add_child(list)
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# 区块⓪胜利演出风格(P-C5 两套并存——纹章拼合[默认]/尘金粒子;会话级不落盘)
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var fx_row := HBoxContainer.new()
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fx_row.add_theme_constant_override("separation", 10)
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list.add_child(fx_row)
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fx_row.add_child(UiKit.label("胜利演出", 14, false, UiKit.WARM))
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var fx_btn := UiKit.button("纹章拼合" if UiKit.victory_fx_style == "crest" else "尘金粒子")
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fx_btn.tooltip_text = "两套演出并存——点击切换(会话级,不落盘)"
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fx_btn.pressed.connect(func() -> void:
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UiKit.victory_fx_style = "dust" if UiKit.victory_fx_style == "crest" else "crest"
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fx_btn.text = "纹章拼合" if UiKit.victory_fx_style == "crest" else "尘金粒子")
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fx_row.add_child(fx_btn)
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# 区块①随机种子(原开始覆盖层种子行迁入——非法定值回退 42 的口径归组合根 _seed_value)
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var seed_row := HBoxContainer.new()
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list.add_child(seed_row)
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seed_row.add_child(UiKit.label("随机种子", 15, false))
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seed_edit = LineEdit.new()
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seed_edit.text = "42"
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seed_edit.custom_minimum_size = Vector2(120, 0)
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seed_row.add_child(seed_edit)
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list.add_child(HSeparator.new())
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# 区块②角色数值调整板(原 TunePanel 内容原样吸收)
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var atk_row := _slider_row(list, "攻击加成")
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_atk = atk_row.slider
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_atk_val = atk_row.value_label
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var hp_row := _slider_row(list, "生命加成")
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_hp = hp_row.slider
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_hp_val = hp_row.value_label
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_eff = UiKit.label("", 14, false)
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list.add_child(_eff)
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var btn_row := HBoxContainer.new()
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list.add_child(btn_row)
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var apply_btn := UiKit.button("应用并关闭")
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apply_btn.pressed.connect(_apply_btn_pressed)
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btn_row.add_child(apply_btn)
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var reset_btn := UiKit.button("重置为 0")
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reset_btn.pressed.connect(_reset_btn_pressed)
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btn_row.add_child(reset_btn)
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list.add_child(HSeparator.new())
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# 区块③批量模拟(与 headless 扫描同口径——编排归 tune_sim_controller)
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var sim_row := HBoxContainer.new()
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list.add_child(sim_row)
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sim_row.add_child(UiKit.label("批量模拟第一关", 15, false))
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_sim_count = SpinBox.new()
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_sim_count.min_value = 10
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_sim_count.max_value = 200
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_sim_count.step = 10
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_sim_count.value = 30
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_sim_count.custom_minimum_size = Vector2(90, 0)
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sim_row.add_child(_sim_count)
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sim_row.add_child(UiKit.label("次(理性玩家策略,含面板当前加成)", 13, false))
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_sim_btn = UiKit.button("运行模拟")
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_sim_btn.pressed.connect(_emit_simulate_requested)
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sim_row.add_child(_sim_btn)
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_sim_out = RichTextLabel.new()
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_sim_out.bbcode_enabled = true
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_sim_out.custom_minimum_size = Vector2(0, 300)
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list.add_child(_sim_out)
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list.add_child(HSeparator.new())
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# 区块④两层调试对局入口(原开始覆盖层调试按钮迁入——HP 关内延续)
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var dbg_btn := UiKit.button("调试 · 连续关卡两层(HP 关内延续)")
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dbg_btn.pressed.connect(_emit_debug_levels)
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list.add_child(dbg_btn)
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var close_btn := UiKit.button("关闭")
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close_btn.pressed.connect(_emit_closed)
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box.add_child(close_btn)
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func _slider_row(box: VBoxContainer, title: String) -> Dictionary:
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var row := HBoxContainer.new()
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box.add_child(row)
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row.add_child(UiKit.label(title, 15, false))
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var s := HSlider.new()
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s.min_value = 0
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s.max_value = 300
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s.step = 5
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s.custom_minimum_size = Vector2(320, 24)
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row.add_child(s)
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var v := UiKit.label("+0%", 15, true)
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v.custom_minimum_size = Vector2(70, 0)
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row.add_child(v)
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s.value_changed.connect(_on_slider_value_changed)
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return {"slider": s, "value_label": v}
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func _sync_labels() -> void:
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_atk_val.text = "+%d%%" % atk_pct()
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_hp_val.text = "+%d%%" % hp_pct()
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_eff.text = "生效值:攻击 %d → %d · 生命 %d → %d" % [
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_base_atk, effective_atk(), _base_hp, effective_max_hp()]
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func _emit_simulate_requested() -> void:
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simulate_requested.emit(int(_sim_count.value))
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func _emit_debug_levels() -> void:
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debug_levels_requested.emit()
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func _emit_closed() -> void:
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closed.emit()
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func _on_slider_value_changed(_value: float) -> void:
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_sync_labels()
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