Files
gplan-2/game/presentation/views/hero_info_panel_view.gd
T
DKChan b6629d6848 feat(T2-T6): 五词注释换代——完美排雷→完美封印/板级→整图/门票→专长凭证/正主→现行事实源/落籍→已入库
全局 sed 替换 89 处命中清零(S11 绿)。修复:
- 移交 3 处保留原词(shop.tres:86 display_name、curio_controller:165-166 玩家文案)
- 豁免 enemy.tres:653 历史注记保持"已落籍"
- static_scan.sh 词表追加行与头注恢复禁「」引举句式
- S11 规则文件自身不被自身规则误伤(闸门自指豁免生效)
2026-10-20 20:41:50 +08:00

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## VERTICAL SLICE - NOT FOR PRODUCTION
## C 区角色信息面板:攻击/AC 数据框+秘宝槽+特性持有段(空态隐藏)。
## 装配与文案(修正来源角标/AC 投喂)归 HudPresenter——本类零文案装配。
class_name HeroInfoPanelView
extends PanelContainer
const COL_INK := UiKit.INK
var _atk_label: Label
var _armor_label: Label
signal treasure_slot_clicked(handle: int) # 槽点击(组合根消费:AP 类即用/空间类进选中态)
var item_slots: HBoxContainer # 秘宝槽(库存条常读+两步交互第一步)
var _slot_panels: Array[Variant] = [] # 槽 PanelContainer 引用(选中高亮/置灰重刷)
var _selected_handle := 0 # 选中态(0=无;组合根回写维持单源)
var _slot_handles: Array[Variant] = [] # 槽位→handle 映射(set_treasure_inventory 刷新)
var _curio_section: VBoxContainer # 特性(预留——空态隐藏)
var _curio_list: VBoxContainer
var _feat_section: VBoxContainer # 特性持有段(空态隐藏)
var _feat_list: VBoxContainer
var _board_variant_section: VBoxContainer # 地形变异常驻角标(空态隐藏)
var _board_variant_list: VBoxContainer
func _init() -> void:
custom_minimum_size = Vector2(240, 0)
clip_contents = true
# 主面板穿石板戏服(纹理本色;数据框仍素面 §7.1;缺位回退 flat)
var sb := UiKit.panel_skinned(Vector4(8, 6, 8, 6))
add_theme_stylebox_override("panel", sb)
var col := VBoxContainer.new()
col.add_theme_constant_override("separation", 14) # 布局充实(区段间距放大)
add_child(col)
col.add_child(UiKit.label("探险者",UiKit.FS_SUB, true))
# 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)
var data_box := PanelContainer.new()
data_box.add_theme_stylebox_override("panel",
UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(6, 4, 6, 4)))
col.add_child(data_box)
var data_col := VBoxContainer.new()
data_col.add_theme_constant_override("separation", 8)
data_box.add_child(data_col)
_atk_label = _data_line()
data_col.add_child(_atk_label)
_armor_label = _data_line()
data_col.add_child(_armor_label)
# 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,
# 不预设交互(挖掘期指向交互归 E 区既有裁决)
col.add_child(UiKit.label("秘宝",UiKit.FS_BODY, true))
item_slots = HBoxContainer.new()
item_slots.add_theme_constant_override("separation", 10)
col.add_child(item_slots)
for i in 4:
var slot := PanelContainer.new()
slot.custom_minimum_size = Vector2(48, 48)
slot.add_theme_stylebox_override("panel",
UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
var idx := i
slot.gui_input.connect(func(ev: InputEvent):
if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
# 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)
treasure_slot_clicked.emit(_slot_handles[idx] if idx < _slot_handles.size() else 0))
item_slots.add_child(slot)
_slot_panels.append(slot)
# 特性持有段(三选一特性兑付后常驻可读:逐件行「件名 ×N」;空态整节隐藏。
# 上移承载——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)
_feat_section = VBoxContainer.new()
_feat_section.add_theme_constant_override("separation", 4)
_feat_section.visible = false
col.add_child(_feat_section)
_feat_section.add_child(UiKit.label("特性",UiKit.FS_BODY, true))
_feat_list = VBoxContainer.new()
_feat_list.add_theme_constant_override("separation", 2)
_feat_section.add_child(_feat_list)
# 地形变异常驻角标(Boss 图整图型战斗全程可见防中局遗忘;
# 空态整节隐藏=特性段先例;摆位/文案 provisional)
_board_variant_section = VBoxContainer.new()
_board_variant_section.add_theme_constant_override("separation", 4)
_board_variant_section.visible = false
col.add_child(_board_variant_section)
_board_variant_section.add_child(UiKit.label("地形变异",UiKit.FS_BODY, true))
_board_variant_list = VBoxContainer.new()
_board_variant_list.add_theme_constant_override("separation", 2)
_board_variant_section.add_child(_board_variant_list)
# 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;
# 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
_curio_section = VBoxContainer.new()
_curio_section.add_theme_constant_override("separation", 4)
_curio_section.visible = false
col.add_child(_curio_section)
_curio_section.add_child(UiKit.label("特性",UiKit.FS_BODY, true))
_curio_list = VBoxContainer.new()
_curio_list.add_theme_constant_override("separation", 2)
_curio_section.add_child(_curio_list)
func set_attack(atk: int, mod_text: String) -> void:
# 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)
_atk_label.text = "攻击 %d %s" % [atk, mod_text]
func set_armor(ac: int) -> void:
# 护甲 AC——我方 AC 唯一展示面;掷点判定轴受击侧可读性
_armor_label.text = "护甲 AC %d" % ac
# 特性持有段:lines = 逐件文案行(「疼痛记忆 ×2」式)——空数组 = 整节隐藏
func set_feat_holdings(lines: Array) -> void:
for c2 in _feat_list.get_children():
_feat_list.remove_child(c2)
c2.queue_free()
for line in lines:
var l2 := UiKit.label(String(line),UiKit.FS_BODY, false, COL_INK)
_feat_list.add_child(l2)
_feat_section.visible = not lines.is_empty()
# 地形变异常驻角标:lines = 文案行(整图变异 display_name+体感短语)——空数组 = 整节隐藏
func set_board_variants(lines: Array) -> void:
for c3 in _board_variant_list.get_children():
_board_variant_list.remove_child(c3)
c3.queue_free()
for line in lines:
var l3 := UiKit.label(String(line),UiKit.FS_BODY, false, COL_INK)
_board_variant_list.add_child(l3)
_board_variant_section.visible = not lines.is_empty()
# 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
func set_level_bonuses(lines: Array) -> void:
for c in _curio_list.get_children():
_curio_list.remove_child(c)
c.queue_free()
for line in lines:
var l := UiKit.label(String(line),UiKit.FS_BODY, false, COL_INK) # 字号下限(正文 ≥16)
_curio_list.add_child(l)
_curio_section.visible = not lines.is_empty()
func attack_text() -> String:
return _atk_label.text
func armor_text() -> String:
return _armor_label.text
func _data_line() -> Label:
# 非粗体 label 默认浅灰对米色数据框仅 1.31:1(实测=ui-redesign 对比报告 §一):
# 显式主墨(对 PANEL_DATA ≈10:1)
var l := UiKit.label("",UiKit.FS_BODY, false, UiKit.INK)
l.clip_text = true
l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
return l
# ---- 秘宝库存条(C 区四槽常读+两步交互第一步)----
# 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)。
# 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(整图零信息);
# selected=金框高亮(两步交互第一步的可见态)。tooltip=全名+维度语义。
func set_treasure_inventory(items: Array, selected_handle: int) -> void:
_selected_handle = selected_handle
_slot_handles.clear()
for i in 4:
var slot: PanelContainer = _slot_panels[i]
for c in slot.get_children():
c.queue_free()
if i >= items.size():
_slot_handles.append(0)
slot.tooltip_text = "秘宝槽(空)"
slot.add_theme_stylebox_override("panel",
UiKit.panel_flat(UiKit.PANEL_DATA, UiKit.PANEL_BORDER, 0, 1, Vector4(4, 4, 4, 4)))
continue
var rec: Dictionary[Variant, Variant] = items[i]
_slot_handles.append(int(rec.get("handle", 0)))
var used := bool(rec.get("used", false))
var usable := bool(rec.get("usable", true))
var selected := selected_handle != 0 and int(rec.get("handle", 0)) == selected_handle
# 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)
var glyph_ch := String(rec.get("glyph", "?"))
var icon_map := {"爆": UiKit.TEX_ICON_BLAST, "医": UiKit.TEX_ICON_MEDKIT,
"铲": UiKit.TEX_ICON_SHOVEL, "袋": UiKit.TEX_ICON_COINBAG, "钥": UiKit.TEX_ICON_KEYSHARD,
"剑": UiKit.TEX_ICON_SWORD, "盾": UiKit.TEX_ICON_SHIELD, "心": UiKit.TEX_ICON_HEART,
"行": UiKit.TEX_ICON_POUCH}
var icon_path: String = icon_map.get(glyph_ch, "")
var itex := UiKit.load_tex(icon_path) if icon_path != "" else null
if itex != null and not used and usable:
var tr := TextureRect.new()
tr.texture = itex
tr.custom_minimum_size = Vector2(40, 40)
tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tr.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
tr.set_anchors_preset(Control.PRESET_FULL_RECT)
tr.mouse_filter = Control.MOUSE_FILTER_IGNORE
slot.add_child(tr)
else:
var glyph := UiKit.label(glyph_ch,UiKit.FS_SUB, true)
glyph.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
glyph.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
glyph.set_anchors_preset(Control.PRESET_FULL_RECT)
glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE
if used:
# 「已用」占位墨=灰石深化(STONE_FAINT 对 PANEL_DATA 槽牌 2.7:1;
# STONE_DEEP = 5.6:1;语义分档保持双墨)
glyph.add_theme_color_override("font_color", UiKit.STONE_DEEP)
elif not usable:
# 「不可用」置灰墨=标签深墨(STONE 对槽牌 3.4:1;INK_LABEL = 10.4:1,虚位/失效更强置灰语义)
glyph.add_theme_color_override("font_color", UiKit.INK_LABEL)
slot.add_child(glyph)
var border_col: Color = UiKit.GOLD if selected else UiKit.PANEL_BORDER
slot.add_theme_stylebox_override("panel",
UiKit.panel_flat(UiKit.PANEL_DATA, border_col, 0, 1 if not selected else 2, Vector4(4, 4, 4, 4)))
# note=积点进度行(自动兑付件悬停浮窗补「积点 N/M」,进度随挖格经组合根重查刷新)
var note := String(rec.get("note", ""))
slot.tooltip_text = "%s%s%s" % [String(rec.get("name", "")),
"(%s)" % note if note != "" else "",
"(已用)" if used else ("(不可用——当前无有效目标)" if not usable else "")]