Merge branch 'dev_UI' into dev
This commit is contained in:
@@ -116,3 +116,9 @@ func load_from_dict(d) -> void
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graph TD
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A[分配属性总量,按正正态分布] --> B[随机分配5种属性,属性之和为1] --> C[分配灵气利用率]
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```
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## 修炼说明
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每个小境界修炼需要的经验 = 基础经验值 * 属性总量
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经验获取量 = 基础经验 * 灵气吸收效率
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@@ -18,7 +18,6 @@ config/icon="res://icon.svg"
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[autoload]
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GameState="*res://src/Core/GameState.gd"
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TimeSystem="*res://src/Core/TimeSystem.gd"
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Settings="*res://src/Core/Settings.gd"
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SaveSystem="*res://src/Core/SaveSystem.gd"
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@@ -1,6 +1,4 @@
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# 初始版本不提供添加弟子的接口
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class_name DiscipleManager
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extends Node
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@@ -14,6 +12,7 @@ const INITIAL_ROSTER := [
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# 1 玄真(宗主):修士·炼气9层,五行全高,炼丹3级
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{
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"name": "玄真",
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"id" : 1,
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"metal": 45, "wood": 38, "water": 22, "fire": 31, "earth": 19,
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"efficiency": 85,
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"realm_level": 1, "sub_realm_level": 9,
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@@ -23,6 +22,7 @@ const INITIAL_ROSTER := [
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# 2 凌霄:修士·炼气4层,金火旺
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{
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"name": "凌霄",
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"id" : 2,
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"metal": 62, "wood": 12, "water": 15, "fire": 44, "earth": 20,
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"efficiency": 76,
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"realm_level": 1, "sub_realm_level": 4,
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@@ -32,6 +32,7 @@ const INITIAL_ROSTER := [
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# 3 青禾:凡人带灵根(木47≥20 可修炼破境),药草天赋
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{
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"name": "青禾",
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"id" : 3,
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"metal": 8, "wood": 47, "water": 25, "fire": 12, "earth": 10,
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"efficiency": 68,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -41,6 +42,7 @@ const INITIAL_ROSTER := [
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# 4 阿福:凡人杂役(无灵根,五行均<20)
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{
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"name": "阿福",
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"id" : 4,
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"metal": 5, "wood": 12, "water": 8, "fire": 9, "earth": 10,
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"efficiency": 41,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -50,6 +52,7 @@ const INITIAL_ROSTER := [
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# 5 阿禄:凡人杂役(无灵根)
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{
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"name": "阿禄",
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"id" : 5,
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"metal": 3, "wood": 6, "water": 5, "fire": 8, "earth": 15,
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"efficiency": 35,
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"realm_level": 0, "sub_realm_level": 1,
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@@ -61,16 +64,16 @@ const INITIAL_ROSTER := [
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var _disciples: Array[Disciple] = [] # 弟子列表
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var _master_id: int = 0 # 管理器的发号计数,id 的唯一来源
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# ---- 工厂 ----
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func _enter_tree() -> void:
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pass
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# ---- 工厂 ----
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# 初始编队(复用 _create_from_data)
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func spawn_initial_roster() -> Array[Disciple]:
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func spawn_initial_roster() -> void:
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for data in INITIAL_ROSTER:
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var disciple = _create_from_data(data)
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if disciple != null:
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add_disciple(disciple)
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# _disciples.append(disciple)
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# emit_signal("disciple_added", disciple)
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else:
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push_error("Failed to spawn disciple from data: %s" % data)
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pass
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@@ -78,14 +81,14 @@ func spawn_initial_roster() -> Array[Disciple]:
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# 补 id → Disciple.create()
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# 从数据字典创建 Disciple 实例,若失败返回 null
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func _create_from_data(data: Dictionary) -> Disciple:
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var disciple := Disciple.create(data)
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var copy := data.duplicate() # 可写副本(浅拷贝,顶层加键足够)
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copy["id"] = _master_id
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_master_id += 1
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var disciple := Disciple.create(copy)
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if disciple == null:
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push_error("Failed to create disciple from data: %s" % data)
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return null
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disciple.id = _master_id
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_master_id += 1
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return disciple
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pass
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# ---- 仓储 ----
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@@ -159,5 +162,3 @@ func to_dict():
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func load_from_dict():
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pass
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@@ -0,0 +1 @@
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uid://bstiea1nx61b8
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@@ -1,5 +1,17 @@
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extends Node
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var cnt := 0;
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func _ready() -> void:
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%DiscipleManager.spawn_initial_roster()
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pass
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func _process(delta: float) -> void:
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if cnt >= 1000:
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var d : Disciple= %DiscipleManager.get_disciple(2);
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%DiscipleManager.remove_disciple(d);
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else:
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cnt = cnt + 1;
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pass
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func _on_top_bar_hud_sign_return_mainmenu() -> void:
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if GameState.mode == GameState.GameMode.NEW_GAME:
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@@ -8,3 +20,13 @@ func _on_top_bar_hud_sign_return_mainmenu() -> void:
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SaveSystem.save(GameState.profile_id) # 进游戏立即存首档,防开局就丢
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get_tree().change_scene_to_file("res://src/UI/Panels/MainMenu/MainMenu.tscn")
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pass # Replace with function body.
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func _on_disciple_manager_disciple_added(disciple: Disciple) -> void:
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$PanelContainer/Manager.add_disciple_card(disciple)
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pass # Replace with function body.
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func _on_disciple_manager_disciple_removed(disciple: Disciple) -> void:
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$PanelContainer/Manager.remove_disciple_card(disciple.id)
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pass # Replace with function body.
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+16
-2
@@ -1,12 +1,14 @@
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[gd_scene format=3 uid="uid://c1exffg84ojqx"]
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[ext_resource type="Script" uid="uid://cr4by5k8vgkcq" path="res://src/Core/MainGame.gd" id="1_8bu23"]
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[ext_resource type="Script" uid="uid://cr4by5k8vgkcq" path="res://src/Core/MainGame.gd" id="1_2atgf"]
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[ext_resource type="Script" uid="uid://bstiea1nx61b8" path="res://src/Character/DiscipleManager.gd" id="1_dl5bp"]
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[ext_resource type="PackedScene" uid="uid://d3njijtx7ws1m" path="res://src/UI/HUD/MainSceneHud.tscn" id="2_8bu23"]
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[ext_resource type="StyleBox" uid="uid://e86yw57h4v2s" path="res://resources/manager_style_box_flat.tres" id="3_dl5bp"]
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[ext_resource type="PackedScene" uid="uid://d1mbwdtarjqof" path="res://src/UI/Panels/Manager/Manager.tscn" id="4_58g0x"]
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[ext_resource type="Script" uid="uid://b8f8t2phmhq2e" path="res://src/Core/TimeSystem.gd" id="5_58g0x"]
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[node name="MainGame" type="Node" unique_id=42551660]
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script = ExtResource("1_8bu23")
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script = ExtResource("1_2atgf")
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[node name="MainHud" parent="." unique_id=836125968 instance=ExtResource("2_8bu23")]
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size_flags_horizontal = 3
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@@ -23,4 +25,16 @@ theme_override_styles/panel = ExtResource("3_dl5bp")
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[node name="Manager" parent="PanelContainer" unique_id=360636457 instance=ExtResource("4_58g0x")]
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layout_mode = 2
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[node name="DiscipleManager" type="Node" parent="." unique_id=1485476702]
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unique_name_in_owner = true
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script = ExtResource("1_dl5bp")
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metadata/_custom_type_script = "uid://bstiea1nx61b8"
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[node name="TimeSystem" type="Node" parent="." unique_id=1280036358]
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unique_name_in_owner = true
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script = ExtResource("5_58g0x")
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metadata/_custom_type_script = "uid://b8f8t2phmhq2e"
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[connection signal="disciple_added" from="DiscipleManager" to="." method="_on_disciple_manager_disciple_added"]
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[connection signal="disciple_removed" from="DiscipleManager" to="." method="_on_disciple_manager_disciple_removed"]
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[connection signal="sign_return_mainmenu" from="MainHud" to="." method="_on_top_bar_hud_sign_return_mainmenu"]
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@@ -1,6 +1,7 @@
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## 全局时间系统(Autoload 单例)。
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## 负责游戏时间的推进与播报,仅在世界场景中运行。
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## 历法:12 月 × 30 日 = 360 日/年。
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class_name TimeSystem
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extends Node
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const MONTHS_PER_YEAR := 12
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@@ -137,7 +137,7 @@ var total_amount: int:
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## 构造:按 data 覆盖属性,数值属性经 RANGES 夹取;缺键保留字段默认值。
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## @param data: 键名与属性名一致,如 {"id": 1, "name": "玄真", "metal": 60}
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func _init(data: Dictionary[String, Variant] = {}) -> void:
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func _init(data: Dictionary = {}) -> void:
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if data.has("id"):
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id = int(data["id"])
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if data.has("name"):
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@@ -187,12 +187,12 @@ func set_attr(key: String, value: int) -> bool:
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if key == "realm_level":
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# 大境界变化后,小境界不得超过新境界的上限(如落入凡人则强制 1)
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set("realm_level", v)
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var max_sub := SUB_MAX_BY_REALM[v]
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var max_sub : int = SUB_MAX_BY_REALM[v]
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if int(get("sub_realm_level")) > max_sub:
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set("sub_realm_level", max_sub)
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elif key == "sub_realm_level":
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# 小境界写入时按当前大境界上限夹取(凡人上限 1 / 练气 13 / 其余 4)
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var max_sub := SUB_MAX_BY_REALM[int(get("realm_level"))]
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var max_sub : int = SUB_MAX_BY_REALM[int(get("realm_level"))]
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set("sub_realm_level", clampi(v, 1, max_sub))
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else:
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set(key, v)
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@@ -6,8 +6,8 @@ extends Control
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signal sign_return_mainmenu
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func _ready() -> void:
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time_label.text = TimeSystem.get_date_text()
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TimeSystem.month_passed.connect(_on_TimeMonthPassed)
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time_label.text = %TimeSystem.get_date_text()
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%TimeSystem.month_passed.connect(_on_TimeMonthPassed)
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pass
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func _on_ButtonEsc_ButtonUp() -> void:
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@@ -20,5 +20,5 @@ func _on_TimeMonthPassed(_year: int, _month: int) -> void:
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func _on_button_continue_button_up() -> void:
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TimeSystem.advance_month()
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%TimeSystem.advance_month()
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pass # Replace with function body.
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@@ -1,11 +1,14 @@
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extends Control
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var disciple_id: int;
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func _ready() -> void:
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custom_maximum_size = Vector2(180, 320);
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custom_minimum_size = Vector2(180, 240);
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pass;
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func set_info(info: Dictionary):
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disciple_id = info['id'];
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$VBoxContainer/HBoxContainer/Name.text = info['name'];
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$VBoxContainer/HBoxContainer2/Level.text = info['level']
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$VBoxContainer/HBoxContainer3/GridContainer/MetalVal.text = str(info['metal'])
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@@ -13,4 +16,6 @@ func set_info(info: Dictionary):
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$VBoxContainer/HBoxContainer3/GridContainer/WaterVal.text = str(info['water'])
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$VBoxContainer/HBoxContainer3/GridContainer/FireVal.text = str(info['fire'])
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$VBoxContainer/HBoxContainer3/GridContainer/EarthVal.text = str(info['earth'])
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#print(info)
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pass
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@@ -15,6 +15,7 @@ grow_vertical = 2
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size_flags_horizontal = 3
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theme_override_styles/panel = ExtResource("1_po3i5")
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script = ExtResource("2_6fig8")
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metadata/discipleId = 0
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[node name="VBoxContainer" type="VBoxContainer" parent="." unique_id=1066350214]
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layout_mode = 2
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@@ -1,6 +1,5 @@
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extends Control
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var test_disciple_table : Array[Dictionary] = [] # 弟子
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var test_field_table : Array[Dictionary] = [] # 建筑
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var test_order_table : Array[Dictionary] = [] # 订单
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var test_alchemy_table : Array[Dictionary] = [] # 炼丹配方
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@@ -22,7 +21,6 @@ func _ready() -> void:
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var manager_panel_scene := load("res://src/UI/Panels/Manager/ManagerPanel.tscn") as PackedScene
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var inventory_panel_scene := load("res://src/UI/Panels/Manager/InventoryPanel/InventoryPanel.tscn") as PackedScene
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sect_resources["弟子"] = manager_panel_scene.instantiate();
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sect_resources["弟子"].name = "弟子";
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$TabContainer.add_child(sect_resources["弟子"]);
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@@ -43,12 +41,6 @@ func _ready() -> void:
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sect_resources["库房"].name = "库房";
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$TabContainer.add_child(sect_resources["库房"]);
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for e in test_disciple_table:
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var d := disciple_info_scene.instantiate()
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d.set_info(e)
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sect_resources["弟子"].add_info_card(d)
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pass
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for e in test_field_table:
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var d := field_info_scene.instantiate()
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d.set_field_info(e)
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@@ -66,25 +58,12 @@ func _ready() -> void:
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d.set_alchemy_info(e)
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sect_resources['炼丹'].add_info_card(d)
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pass
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pass
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func init_test_data() -> void:
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test_disciple_table.append_array([
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{"name": "赵一", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "钱二", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "孙三", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "李四", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "周五", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "吴六", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15},
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{"name": "郑七", "gender": "男", "level": "练气一层", "metal": 0.5, "wood": 0.9, "water": 0.1, "fire": 0.2, "earth": 0.15}
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])
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test_field_table.append_array([
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{"name": "灵田", "弟子": 0},
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{"name": "灵田", "弟子": 1},
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@@ -129,3 +108,30 @@ func init_test_data() -> void:
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test_inventory.append_array([{"草药": test_sub_inventory1}, {"粮食": test_sub_inventory2}, {"丹药": test_sub_inventory3}]);
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pass
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func add_disciple_card(d : Disciple) -> void:
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var ds := disciple_info_scene.instantiate()
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var info := {
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"id": d.id,
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"name": d.name,
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"gender" : "x",
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"level" : d.realm_name(),
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"metal" : int(d.get_attr("metal")),
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"wood" : int(d.get_attr("wood")),
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"water" : int(d.get_attr("water")),
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"fire" : int(d.get_attr("fire")),
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"earth" : int(d.get_attr("earth"))
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}
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ds.set_info(info)
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sect_resources["弟子"].add_info_card(ds)
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pass
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func remove_disciple_card(id: int) -> void:
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var panel: Control = sect_resources["弟子"] # ManagerPanel 页
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var flow: Node = panel.get_node("ScrollContainer/HFlowContainer")
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for child in flow.get_children():
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if child.disciple_id == id: # 指定项匹配
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flow.remove_child(child) # 1. 先从树摘除
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child.queue_free() # 2. 再排队销毁
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return # 匹配唯一,删完即走
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|
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Reference in New Issue
Block a user