220 lines
11 KiB
GDScript
220 lines
11 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 实现 GDD:design/ux/battle.md(C 区角色信息 240×548——2026-09-26 信息归属拍板精简:
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# 攻击(+修正来源角标)/护甲 AC 数据框 + 秘宝槽(预留)+ 特性列表(预留)。
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# HP 条/立绘占位/状态效果槽/RAP 池/GP/钥石退役——HP 与状态唯一展示面 = B 区站桩(同一数据
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# hud_presenter 双投喂 B/C 两区的重复展示);RAP 迁 D 区 AP 条(贴弃图刷新消费口);
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# GP(中循环)/钥石(大循环)迁出战斗屏)。
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# Date: 2026-09-12(2026-09-26 C 区精简批重写)
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# 高内聚边界:纯视图 setter 面——装配(含修正文案/AC 投喂)归 hud_presenter.gd;定长槽 + clip_contents
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# (缺陷①回归约束)。
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class_name HeroInfoPanelView
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extends PanelContainer
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const COL_INK := UiKit.INK
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var _atk_label: Label
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var _armor_label: Label
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signal treasure_slot_clicked(handle: int) # 迭代 7 T4——槽点击(组合根消费:AP 类即用/空间类进选中态)
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var item_slots: HBoxContainer # 秘宝槽(迭代 7 T4 接线——库存条常读+两步交互第一步)
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var _slot_panels: Array = [] # 槽 PanelContainer 引用(选中高亮/置灰重刷)
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var _selected_handle := 0 # 选中态(0=无;组合根回写维持单源)
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var _slot_handles: Array = [] # 槽位→handle 映射(set_treasure_inventory 刷新)
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var _curio_section: VBoxContainer # 特性(预留——空态隐藏,接线归大奖励/锻造呈现批)
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var _curio_list: VBoxContainer
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var _relic_section: VBoxContainer # 特性持有段(迭代 12 呈现补齐——空态隐藏)
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var _relic_list: VBoxContainer
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var _board_variant_section: VBoxContainer # 地形变异常驻角标(全局作用域变异首发批——空态隐藏)
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var _board_variant_list: VBoxContainer
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func _init() -> void:
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custom_minimum_size = Vector2(240, 0)
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clip_contents = true
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# 主面板穿石板戏服(样张 v2 冻结批 T2——纹理本色;数据框仍素面 §7.1;缺位回退 flat)
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var sb := UiKit.panel_skinned(Vector4(8, 6, 8, 6))
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add_theme_stylebox_override("panel", sb)
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var col := VBoxContainer.new()
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col.add_theme_constant_override("separation", 14) # 布局充实(2026-09-26 反馈③:区段间距放大)
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add_child(col)
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col.add_child(UiKit.label("探险者", 17, true))
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# 数据行装框(直角细线数据框——battle.md Component Inventory C 区行规格落形;同时消化纵向空白)
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var data_box := PanelContainer.new()
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data_box.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(6, 4, 6, 4)))
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col.add_child(data_box)
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var data_col := VBoxContainer.new()
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data_col.add_theme_constant_override("separation", 8)
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data_box.add_child(data_col)
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_atk_label = _data_line()
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data_col.add_child(_atk_label)
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_armor_label = _data_line()
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data_col.add_child(_armor_label)
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# 秘宝槽(预留):随身战斗用道具的唯一展示面——空槽占位承诺格子在此,
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# 不预设交互(挖掘期指向交互归 E 区既有裁决);终稿样式/槽位数归秘宝批
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col.add_child(UiKit.label("秘宝", 16, true))
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item_slots = HBoxContainer.new()
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item_slots.add_theme_constant_override("separation", 10)
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col.add_child(item_slots)
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for i in 4:
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var slot := PanelContainer.new()
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slot.custom_minimum_size = Vector2(48, 48)
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slot.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
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var idx := i
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slot.gui_input.connect(func(ev: InputEvent):
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if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
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# 空槽/越界槽点击=取消选中(handle 0);有效槽发其 handle(组合根判 AP 即用/进选中态)
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treasure_slot_clicked.emit(_slot_handles[idx] if idx < _slot_handles.size() else 0))
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item_slots.add_child(slot)
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_slot_panels.append(slot)
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# 特性持有段(迭代 12 呈现补齐 2026-10-04——三选一特性兑付后常驻可读:逐流派聚合行+成型档位;
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# 空态整节隐藏。用户试玩反馈「局内奖励选了什么看不到」缺口承载;2026-10-04 二次反馈上移——
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# 构筑核心信息优先级高于临时强化,且防 C 区下部裁切不可见)
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_relic_section = VBoxContainer.new()
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_relic_section.add_theme_constant_override("separation", 4)
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_relic_section.visible = false
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col.add_child(_relic_section)
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_relic_section.add_child(UiKit.label("特性", 16, true))
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_relic_list = VBoxContainer.new()
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_relic_list.add_theme_constant_override("separation", 2)
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_relic_section.add_child(_relic_list)
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# 地形变异常驻角标(全局作用域变异首发批 2026-10-04——Boss 图整图型战斗全程可见防中局遗忘;
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# 空态整节隐藏=特性段先例;摆位/文案 provisional 归 HUD 框架批与本地化批)
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_board_variant_section = VBoxContainer.new()
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_board_variant_section.add_theme_constant_override("separation", 4)
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_board_variant_section.visible = false
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col.add_child(_board_variant_section)
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_board_variant_section.add_child(UiKit.label("地形变异", 16, true))
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_board_variant_list = VBoxContainer.new()
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_board_variant_list.add_theme_constant_override("separation", 2)
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_board_variant_section.add_child(_board_variant_list)
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# 特性(预留):锻造/大奖励/关卡奖励节点的属性提升——中循环数据因改变战斗数学准入;
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# 与战斗内状态效果(B 区站桩,随战斗消散)分区,防「战斗结束被清」误读;空态整节隐藏
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_curio_section = VBoxContainer.new()
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_curio_section.add_theme_constant_override("separation", 4)
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_curio_section.visible = false
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col.add_child(_curio_section)
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_curio_section.add_child(UiKit.label("特性", 16, true))
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_curio_list = VBoxContainer.new()
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_curio_list.add_theme_constant_override("separation", 2)
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_curio_section.add_child(_curio_list)
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func set_attack(atk: int, mod_text: String) -> void:
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# 修正来源角标:mod_text 形如「(+50% 增伤)」——来源 = 效果 display_name(增益状态 投影)
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_atk_label.text = "攻击 %d %s" % [atk, mod_text]
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func set_armor(ac: int) -> void:
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# 护甲 AC(2026-09-26 二轮拍板补入)——我方 AC 唯一展示面;掷点判定轴受击侧可读性
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_armor_label.text = "护甲 AC %d" % ac
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# 特性持有段(迭代 12 呈现补齐):lines = 聚合文案行(「魔法 ×2 · 档一」式)——空数组 = 整节隐藏
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func set_relic_holdings(lines: Array) -> void:
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for c2 in _relic_list.get_children():
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_relic_list.remove_child(c2)
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c2.queue_free()
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for line in lines:
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var l2 := UiKit.label(String(line), 16, false, COL_INK)
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_relic_list.add_child(l2)
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_relic_section.visible = not lines.is_empty()
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# 地形变异常驻角标(首发批 2026-10-04):lines = 文案行(板级变异 display_name+体感短语)——空数组 = 整节隐藏
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func set_board_variants(lines: Array) -> void:
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for c3 in _board_variant_list.get_children():
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_board_variant_list.remove_child(c3)
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c3.queue_free()
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for line in lines:
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var l3 := UiKit.label(String(line), 16, false, COL_INK)
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_board_variant_list.add_child(l3)
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_board_variant_section.visible = not lines.is_empty()
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# 特性列表(预留接线面):lines = 文案行数组(如「锻造 +2 攻击」)——空数组 = 整节隐藏
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func set_level_bonuses(lines: Array) -> void:
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for c in _curio_list.get_children():
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_curio_list.remove_child(c)
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c.queue_free()
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for line in lines:
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var l := UiKit.label(String(line), 16, false, COL_INK) # 字号下限(v3.5 批 B3——正文 ≥16)
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_curio_list.add_child(l)
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_curio_section.visible = not lines.is_empty()
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func attack_text() -> String:
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return _atk_label.text
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func armor_text() -> String:
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return _armor_label.text
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func _data_line() -> Label:
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# 对比度修复(v3.5 批 B3 2026-09-30——非粗体 label 默认浅灰对米色数据框仅 1.31:1,
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# 实测=ui-redesign 对比报告 §一):显式主墨(对 PANEL_DATA ≈10:1)
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var l := UiKit.label("", 16, false, UiKit.INK)
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l.clip_text = true
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l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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return l
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# ---- 秘宝库存条(迭代 7 T4——C 区四槽常读+两步交互第一步)----
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# 投影行 = {handle, glyph, name, used, usable}(组合根组装:字形=道具名首字;数据源 runner 级库存只读面)。
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# 空槽=虚位;used=暗态「已用」保留占位(Used 不可逆——受理序展示语义);不可用=置灰(板级零信息);
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# selected=金框高亮(两步交互第一步的可见态)。tooltip=全名+维度语义。
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func set_treasure_inventory(items: Array, selected_handle: int) -> void:
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_selected_handle = selected_handle
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_slot_handles.clear()
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for i in 4:
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var slot: PanelContainer = _slot_panels[i]
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for c in slot.get_children():
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c.queue_free()
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if i >= items.size():
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_slot_handles.append(0)
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slot.tooltip_text = "秘宝槽(空)"
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slot.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
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continue
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var rec: Dictionary = items[i]
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_slot_handles.append(int(rec.get("handle", 0)))
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var used := bool(rec.get("used", false))
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var usable := bool(rec.get("usable", true))
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var selected := selected_handle != 0 and int(rec.get("handle", 0)) == selected_handle
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# M8(UI 落码批):槽内容=手绘像素图标(demo ⑦;glyph 字符→图标键映射,未映射/used/不可用回退字形+条件墨色——T4 分支保留)
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var glyph_ch := String(rec.get("glyph", "?"))
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var icon_map := {"爆": UiKit.TEX_ICON_BLAST, "医": UiKit.TEX_ICON_MEDKIT,
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"铲": UiKit.TEX_ICON_SHOVEL, "袋": UiKit.TEX_ICON_COINBAG, "钥": UiKit.TEX_ICON_KEYSHARD,
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"剑": UiKit.TEX_ICON_SWORD, "盾": UiKit.TEX_ICON_SHIELD, "心": UiKit.TEX_ICON_HEART,
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"行": UiKit.TEX_ICON_POUCH}
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var icon_path: String = icon_map.get(glyph_ch, "")
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var itex := UiKit.load_tex(icon_path) if icon_path != "" else null
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if itex != null and not used and usable:
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var tr := TextureRect.new()
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tr.texture = itex
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tr.custom_minimum_size = Vector2(40, 40)
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tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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tr.set_anchors_preset(Control.PRESET_FULL_RECT)
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tr.mouse_filter = Control.MOUSE_FILTER_IGNORE
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slot.add_child(tr)
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else:
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var glyph := UiKit.label(glyph_ch, 20, true)
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glyph.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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glyph.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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glyph.set_anchors_preset(Control.PRESET_FULL_RECT)
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glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE
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if used:
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glyph.add_theme_color_override("font_color", UiKit.STONE_FAINT)
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elif not usable:
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glyph.add_theme_color_override("font_color", UiKit.STONE)
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slot.add_child(glyph)
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var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER
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slot.add_theme_stylebox_override("panel",
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UiKit.panel_flat(UiKit.PANEL_DATA, border_col, 0, 1 if not selected else 2, Vector4(4, 4, 4, 4)))
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slot.tooltip_text = "%s%s" % [String(rec.get("name", "")), "(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]
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