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gplan-2/game/presentation/views/career_overlay.gd
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## VERTICAL SLICE - NOT FOR PRODUCTION
## 生涯页·只读全屏页:跨局终身计数汇总(不统计天赋树与账号成长态)。
## 入口唯一在开始覆盖层「营地与系统」组、局内不放;页内零跳转零动效(直开直关)。
## 构成件全部经 UiKit 工厂产出——禁新素材/新色值/自建样式。
class_name CareerOverlay
extends Control
signal closed
var _total_label: Label # 冒险总局数(开局即计含放弃与失败)
var _cleared_label: Label # 通关局数(三关全通才计 1)
var _clears_label: Label # 各关通关次数(一行三关——display_name ×次数)
var _boss_first_label: Label # Boss 首杀(已首杀关数/总关数)
var _boss_kills_label: Label # Boss 总击杀(含重复)
var _keystone_badge: UiKit.KeystoneBadge # 钥石余额(badge 工厂件——状态面板同形制)
func _init() -> void:
# 全屏页壳(T6/T7 对齐批先例——暖亮底+石纹弱质感+暗角+56px 通栏顶条+内容列)
var page: Dictionary[Variant, Variant] = UiKit.page_shell(self, true)
var top: HBoxContainer = page.top_row
top.add_child(UiKit.label("生 涯",UiKit.FS_TITLE, true, UiKit.WARM))
var top_sp := Control.new()
top_sp.size_flags_horizontal = Control.SIZE_EXPAND_FILL
top.add_child(top_sp)
var close_btn := UiKit.button("返回", 90.0) # 紧凑返回钮(设置/状态面板先例形制)
close_btn.tooltip_text = "关闭生涯页,返回主菜单(本页只读,不发生任何购买或修改)"
close_btn.pressed.connect(_emit_closed)
top.add_child(close_btn)
var box: VBoxContainer = page.box
var hint := UiKit.label("跨局生涯汇总(只读——购买与装配在营地;历史冒险回看随后续批次)",
UiKit.FS_HINT, false, UiKit.WARM_SOFT)
box.add_child(hint)
# 组一·冒险战绩(终身计数域——存档 v6:总局数开局即计、通关局数三关全通才计)
# 对比度口径:页底=暖亮档深棕(BG_BRIGHT),文字全用亮墨族 token(WARM 9.0:1 / WARM_SOFT 8.0:1 /
# CANDLE 7.2:1 / INK_L_GOLD 9.1:1 实测对 BG_BRIGHT 全过 §7.2 ≥4.5:1——深墨族〔INK_LABEL〕
# 压深棕底仅 ~1.3:1 属违例,禁用)
_section_head(box, "冒险战绩")
_total_label = _row(box, "冒险总局数")
_cleared_label = _row(box, "通关局数")
_clears_label = _row(box, "各关通关次数")
_boss_first_label = _row(box, "Boss 首杀")
_boss_kills_label = _row(box, "Boss 总击杀")
# 组二·资源(钥石余额——终身计数域同段只读投影;账号成长态概览三投影已退役)
_section_head(box, "资源")
var bal_row := HBoxContainer.new()
bal_row.add_theme_constant_override("separation", 8)
box.add_child(bal_row)
var bal_name := UiKit.label("钥石余额",UiKit.FS_BODY, false, UiKit.WARM)
bal_row.add_child(bal_name)
_keystone_badge = UiKit.keystone_badge("钥石 0")
bal_row.add_child(_keystone_badge)
visible = false # 显式初始化——不靠树序巧合(缺陷⑤家族纪律)
# ---- 开层(组合根唯一调用口——快照随开随建,只读同源口径同状态面板 R4)----
func open_career(data: Dictionary) -> void:
_total_label.text = "%d 局" % int(data.get("total", 0))
_cleared_label.text = "%d 局(三关全通)" % int(data.get("cleared", 0))
var parts: Array[String] = []
for row in (data.get("clears", []) as Array):
parts.append("%s ×%d" % [String(row.get("display_name", "")), int(row.get("count", 0))])
_clears_label.text = " · ".join(parts) if not parts.is_empty() else "—"
_boss_first_label.text = "%d/%d 关" % [int(data.get("boss_first_kills", 0)), int(data.get("boss_first_total", 0))]
_boss_kills_label.text = "%d 次" % int(data.get("boss_kills", 0))
_keystone_badge.set_text("钥石 %d" % int(data.get("keystone", 0)))
visible = true
func _emit_closed() -> void:
closed.emit()
# ---- 行构件(名称列 + 数值列——状态面板行族同构;数值 Label 返回供探针/冒烟投影断言)----
func _section_head(box: VBoxContainer, text: String) -> void:
box.add_child(UiKit.label(text,UiKit.FS_BODY, true, UiKit.INK_L_GOLD))
func _row(box: VBoxContainer, name_text: String) -> Label:
var line := HBoxContainer.new()
line.add_theme_constant_override("separation", 8)
box.add_child(line)
var name_l := UiKit.label(name_text,UiKit.FS_BODY, false, UiKit.WARM)
name_l.custom_minimum_size = Vector2(150, 0)
line.add_child(name_l)
var val_l := UiKit.label("—",UiKit.FS_BODY, true, UiKit.CANDLE)
line.add_child(val_l)
return val_l