feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复
- 桥梁与静态物体高度采样修复: - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程 - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题 - 新增 test_bridge_height_parity.gd 自动化对拍测试 - 40250 怪物击杀经验动效: - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附 - 40250 客户端全系统功能对齐(Batches 1-31): - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试 - 文档沉淀: - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
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+167
-13
@@ -16,6 +16,7 @@ var _attached: Dictionary = {}
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var _targets: Array[Dictionary] = []
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var _touch_index := -1
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var _touch_position := Vector2.ZERO
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var world_drop_handler: Callable
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func setup(parent: Node, cursor_manager: Node = null, audio_node: Node = null) -> void:
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cursor = cursor_manager
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@@ -42,6 +43,18 @@ func setup(parent: Node, cursor_manager: Node = null, audio_node: Node = null) -
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_overlay.add_child(_label)
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set_process_input(true)
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var _drag_started := false
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var _attach_pos := Vector2(-1, -1)
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var _just_attached := false
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func _on_attach() -> void:
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_drag_started = false
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_just_attached = true
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if is_inside_tree():
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_attach_pos = get_viewport().get_mouse_position()
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else:
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_attach_pos = Vector2(-1, -1)
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func attach_item(window: int, cell: int, vnum: int, count: int,
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texture: Texture2D = null, source := "inventory", metadata: Dictionary = {},
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touch_index := -1, touch_position := Vector2(-1, -1)) -> bool:
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@@ -69,6 +82,7 @@ func attach_item(window: int, cell: int, vnum: int, count: int,
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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_on_attach()
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return true
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func attach_money(amount: int, source := "inventory") -> bool:
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@@ -89,12 +103,67 @@ func attach_money(amount: int, source := "inventory") -> bool:
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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_on_attach()
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return true
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func attach_skill(skill_id: int, slot_idx: int = 0, texture: Texture2D = null,
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skill_name := "", touch_index := -1, touch_position := Vector2(-1, -1)) -> bool:
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if skill_id <= 0:
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return false
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_attached = {
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"source": "skill",
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"skill_id": skill_id,
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"slot_idx": slot_idx,
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}
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_touch_index = touch_index
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if touch_position.x >= 0.0 and touch_position.y >= 0.0:
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_touch_position = touch_position
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if _icon:
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_icon.texture = texture
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_icon.visible = texture != null
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if _label:
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_label.text = skill_name if skill_name != "" else "技能 %d" % skill_id
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_label.visible = true
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if _overlay:
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_overlay.visible = true
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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_on_attach()
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return true
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func attach_emotion(emote_id: int, texture: Texture2D = null,
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emote_name := "", touch_index := -1, touch_position := Vector2(-1, -1)) -> bool:
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if emote_id <= 0:
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return false
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_attached = {
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"source": "emotion",
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"emote_id": emote_id,
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}
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_touch_index = touch_index
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if touch_position.x >= 0.0 and touch_position.y >= 0.0:
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_touch_position = touch_position
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if _icon:
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_icon.texture = texture
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_icon.visible = texture != null
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if _label:
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_label.text = emote_name if emote_name != "" else "动作 %d" % emote_id
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_label.visible = true
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if _overlay:
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_overlay.visible = true
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if cursor and cursor.has_method("set_cursor"):
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cursor.set_cursor(CursorManager.ITEM)
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_play_ui("pick.wav")
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_on_attach()
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return true
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func cancel() -> void:
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_attached.clear()
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_touch_index = -1
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_touch_position = Vector2.ZERO
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_drag_started = false
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_attach_pos = Vector2(-1, -1)
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_just_attached = false
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if _overlay:
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_overlay.visible = false
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if cursor and cursor.has_method("reset"):
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@@ -128,47 +197,132 @@ func _process(_dt: float) -> void:
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if c == null or not is_instance_valid(c):
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_targets.remove_at(i)
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func _set_handled() -> void:
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var vp := get_viewport()
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if vp:
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vp.set_input_as_handled()
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func _input(event: InputEvent) -> void:
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if not is_attached():
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return
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if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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cancel()
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get_viewport().set_input_as_handled()
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_set_handled()
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return
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
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cancel()
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get_viewport().set_input_as_handled()
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_set_handled()
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return
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if event is InputEventMouseButton and not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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_drop_at(event.position)
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get_viewport().set_input_as_handled()
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if event is InputEventMouseMotion:
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if _attach_pos.x >= 0.0 and (_attach_pos - event.position).length() > 6.0:
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_drag_started = true
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return
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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# If user already picked up an item and left-clicks on a target:
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if not _just_attached:
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if _drop_at(event.position):
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_set_handled()
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return
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# If clicked outside any target, cancel attachment
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if _attach_pos.x >= 0.0 and (_attach_pos - event.position).length() > 6.0:
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_play_ui("loginfail.wav")
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cancel()
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_set_handled()
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return
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else:
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# Left mouse release (not pressed)
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_just_attached = false
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# If dragged, attempt drop at release position
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if _drag_started or (_attach_pos.x >= 0.0 and (_attach_pos - event.position).length() > 8.0):
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_drop_at(event.position)
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_set_handled()
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return
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# If not dragged (clicked to pick up), keep item attached to cursor!
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return
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if event is InputEventScreenDrag and event.index == _touch_index:
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_touch_position = event.position
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get_viewport().set_input_as_handled()
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_set_handled()
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return
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if event is InputEventScreenTouch and not event.pressed and event.index == _touch_index:
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_touch_position = event.position
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_drop_at(event.position)
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get_viewport().set_input_as_handled()
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_set_handled()
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func _drop_at(position: Vector2) -> void:
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func _drop_at(position: Vector2) -> bool:
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var payload := attached()
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if payload.is_empty():
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return false
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var icon_center := position + Vector2(24, 24)
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var best_idx := -1
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var best_dist := 999999.0
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# Pass 1: exact hit test (cursor position or icon center)
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for i in range(_targets.size() - 1, -1, -1):
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var c: Control = _targets[i].get("control", null)
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if c == null or not is_instance_valid(c):
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_targets.remove_at(i)
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continue
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if not c.visible or not c.get_global_rect().has_point(position):
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if not c.visible:
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continue
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var cb: Callable = _targets[i].get("callback", Callable())
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if cb.is_valid() and bool(cb.call(payload)):
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var rect := c.get_global_rect()
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if rect.has_point(position):
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var d := position.distance_to(rect.get_center())
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if d < best_dist:
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best_dist = d
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best_idx = i
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elif rect.has_point(icon_center):
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var d := icon_center.distance_to(rect.get_center())
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if d < best_dist:
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best_dist = d
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best_idx = i
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# Pass 2: generous hit test with 16px tolerance margin
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if best_idx < 0:
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for i in range(_targets.size() - 1, -1, -1):
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var c: Control = _targets[i].get("control", null)
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if c == null or not is_instance_valid(c) or not c.visible:
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continue
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var rect := c.get_global_rect().grow(16.0)
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if rect.has_point(position):
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var d := position.distance_to(rect.get_center())
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if d < best_dist:
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best_dist = d
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best_idx = i
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elif rect.has_point(icon_center):
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var d := icon_center.distance_to(rect.get_center())
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if d < best_dist:
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best_dist = d
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best_idx = i
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if best_idx >= 0:
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var cb: Callable = _targets[best_idx].get("callback", Callable())
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if cb.is_valid():
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var ok := false
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if cb.get_argument_count() >= 2:
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ok = bool(cb.call(payload, position))
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else:
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ok = bool(cb.call(payload))
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if ok:
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_play_ui("drop.wav")
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cancel()
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return true
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if world_drop_handler.is_valid():
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var ok := false
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if world_drop_handler.get_argument_count() >= 2:
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ok = bool(world_drop_handler.call(payload, position))
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else:
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ok = bool(world_drop_handler.call(payload))
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if ok:
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_play_ui("drop.wav")
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cancel()
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return
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# 与参考端释放到无效区域的取消语义一致。
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return true
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_play_ui("loginfail.wav")
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cancel()
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return false
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func _play_ui(name: String) -> void:
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if audio and audio.has_method("play_ui"):
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Reference in New Issue
Block a user