Files
gplan-2/game/presentation/views/hero_info_panel_view.gd
T
DKChan 1b9736f065 fix(iter37①): T1 core 域缺陷修——单据归属判定/数值入表/公式单点/信号契约载体统一
- d1 伤害控制器来源敌作废判定 `==`→`is_same`(同内容异实例不再误废;夹具双敌两断言〔wd1〕)
- d11 shop 表新增 relic_base_price/spend_discount 两 knob+域检+ConfigDB 访问器+level_runner 读表;
  level_shop_economy_test 三表值断言+relic 现价读表与迁移前字面量逐位等价〔wd11〕
- d16a HeroTable.display_name+域检+访问器+unit_container 读表;spawn 真实链断言〔wd16〕
- d14 board_generator 目标雷数公式单点 target_mine_count(两调用点改引)+legality 去 db 参数(两调用点同批改)〔wd14〕
- d15 蓄力层上限 CHARGE_LAYER_CAP 常量(两处字面量+注释随动)
- d16b unit_container/status_container 六处 Dictionary 取值显式 int() 包裹(读侧包)
- d10 minesweeper 两信号按 §2.1 三要素补契约(载荷键集按发射位并集实查)+全库 28 处信号注释载体 #→##

撤销证明:回退 d1 hunk → 同容异实例断言红(A 单据被 B 死亡误废),还原复绿;
回退 d10 契约 → 契约在位扫描 undocumented=2 红,还原归零。等价类申报(d11/d14/d15/d16)见实现报告。
代拍板:#1 target_mine_count 签名(照接口块)、#2 契约措辞与载荷键并集(实查发射位)、#4 int() 读侧包写法。
2026-10-25 03:35:55 +08:00

220 lines
11 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
## 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("专长",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("属性值提升",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 "")]