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
This commit is contained in:
shen
2026-09-19 08:51:25 -07:00
parent 1db9e9a129
commit 66d217b313
650 changed files with 53046 additions and 1586 deletions
+428 -157
View File
@@ -1,27 +1,37 @@
# SafeboxUI (P8) —— 仓库窗。
# SafeboxUI (P8) —— 仓库窗1:1 对齐 40250 `root/uisafebox.py` 与 `uiscript/safeboxwindow.py`
#
# var bu := preload("res://ui/safebox_ui.gd").new()
# add_child(bu)
# bu.setup(m2client, canvas_parent, proto) # proto 可空
# bu.setup(m2client, canvas_parent, proto)
#
# `safebox_changed` 刷新(size>0 → 打开)。列出仓库道具 + [取出]
# inventory_ui 在仓库开着时右键道具 → 调 bu.deposit(win, cell)
# 取出/存入用第一个空位(简版:deposit 用 safe_pos = 下一个空格;checkout 用道具 cell
# 采用 40250 经典 176×373 羊皮纸金属 Board 边框与 TitleBar
# 5×9 格子(45 格/页),使用 Slot_Base.sub 底图
# 底部单选分页按键(I / II / III)、修改密码与关闭大按钮
# 右键格子道具直接取出至背包;在背包中右键直接存入仓库;支持鼠标拖放。
extends Node
const ItemTooltip = preload("res://ui/item_tooltip.gd")
const UiKit = preload("res://ui_kit.gd")
const UiBuild = preload("res://ui/ui_build.gd")
const UiAssets = preload("res://ui/ui_assets.gd")
var client: Node
var proto: Node
var _tooltip_builder: RefCounted
var _assets_root := ""
var _root: Control
var _board_panel: Control
var _list: VBoxContainer
var _gold: Label
var _title: Label
var _status: Label
var _password_dialog: ConfirmationDialog
var _grid: GridContainer
var _grid_container: Control
var _cells: Dictionary = {}
var _page_buttons: Array[Button] = []
var _page_button_container: HBoxContainer
var _change_pw_btn: Button
var _exit_btn: Button
var _page_label: Label
var _page := 0
var item_mouse: Node
@@ -35,44 +45,113 @@ var _change_pw_dialog: ConfirmationDialog
const SAFE_PAGE_SLOTS := 45
const SAFE_WINDOW := 3
const INVENTORY_WINDOW := 1
const USE_SAFEBOX_LIMIT_RANGE_M := 10.0
func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
var ui: CanvasLayer
var _open_char_pos := Vector3.ZERO
var _has_open_pos := false
func setup(m2client: Node, parent: Node, proto_node: Node = null, assets_override := "") -> void:
client = m2client
proto = proto_node
ui = parent as CanvasLayer
_assets_root = assets_override if assets_override != "" else AssetRoot.path()
_tooltip_builder = ItemTooltip.new()
_tooltip_builder.setup(AssetRoot.path(), "en", proto)
_tooltip_builder.setup(_assets_root, "en", proto)
_build(parent)
if client.has_signal("safebox_changed"):
if client and client.has_signal("safebox_opened"):
client.safebox_opened.connect(func(_size): open())
if client and client.has_signal("safebox_closed"):
client.safebox_closed.connect(_close_local)
if client and client.has_signal("safebox_changed"):
client.safebox_changed.connect(refresh)
if client.has_signal("safebox_password_required"):
if client and client.has_signal("inventory_changed"):
client.inventory_changed.connect(_refresh_inventory_candidates)
if client and client.has_signal("safebox_password_required"):
client.safebox_password_required.connect(func(): _ask_password("safebox"))
if client.has_signal("safebox_wrong_password"):
if client and client.has_signal("safebox_wrong_password"):
client.safebox_wrong_password.connect(func():
if is_instance_valid(_status):
_status.text = "仓库密码错误")
if ui and ui.has_signal("window_closed"):
ui.window_closed.connect(func(w):
if w == _root and is_open():
close()
)
func is_open() -> bool:
return _root != null and _root.visible
func _get_main_char_pos() -> Variant:
if client == null:
return null
var vid := 0
if client.has_method("get_main_vid"):
vid = int(client.get_main_vid())
if vid != 0 and client.has_method("get_entity"):
var e: Dictionary = client.get_entity(vid)
if not e.is_empty() and e.has("pos"):
return e["pos"]
return null
func _process(_delta: float) -> void:
if not is_open() or not _has_open_pos:
return
var cur = _get_main_char_pos()
if cur is Vector3:
if _open_char_pos.distance_to(cur) > USE_SAFEBOX_LIMIT_RANGE_M:
close()
func open() -> void:
if _root:
var vp_size := Vector2(800.0, 600.0)
if _root.is_inside_tree():
vp_size = _root.get_viewport_rect().size
elif ui and ui.is_inside_tree():
vp_size = ui.get_viewport().get_visible_rect().size
_root.position.x = maxf(0.0, (vp_size.x - _root.size.x) / 2.0)
_root.position.y = maxf(0.0, (vp_size.y - _root.size.y) / 2.0)
_root.visible = true
if ui and ui.has_method("open"):
ui.open(_root)
var p = _get_main_char_pos()
if p is Vector3:
_open_char_pos = p
_has_open_pos = true
refresh()
func toggle_window() -> void:
if is_open():
close()
else:
open()
func set_mobile_mode(enabled: bool) -> void:
_mobile_mode = enabled
_apply_mobile_layout()
_refresh_mobile_inventory()
_refresh_inventory_candidates()
func get_mobile_window() -> Control:
return _root
func close() -> void:
# 对齐原版 SafeboxWindow.Close():先发 /safebox_close 让服务器同步关仓
#CloseSafebox 命令回来后 is_safebox_open() 变 false),本地只是立即收尾。
if client and client.has_method("safebox_close") and is_open():
client.safebox_close()
_close_local()
func _close_local() -> void:
_has_open_pos = false
if item_mouse and item_mouse.has_method("unregister_owner"):
item_mouse.unregister_owner(self)
if item_mouse.has_method("is_attached") and item_mouse.is_attached():
item_mouse.cancel()
if _root:
_root.visible = false
if ui and "_stack" in ui:
ui._stack.erase(_root)
if ui.has_method("_restack"):
ui._restack()
_page = 0
_mobile_deposit_pending.clear()
if is_instance_valid(_password_dialog):
@@ -83,27 +162,33 @@ func deposit(inv_window: int, inv_cell: int) -> void:
if not is_open() or inv_window < 0 or inv_cell < 0:
return
if inv_window == INVENTORY_WINDOW and _mobile_deposit_pending.has(inv_cell):
_status.text = "该物品的存入请求已发送"
if is_instance_valid(_status):
_status.text = "该物品的存入请求已发送"
return
var safe_pos := _next_free_slot()
if safe_pos < 0:
_status.text = "仓库已满"
if is_instance_valid(_status):
_status.text = "仓库已满"
return
if not client.has_method("safebox_checkin"):
_status.text = "存入请求发送失败"
if is_instance_valid(_status):
_status.text = "存入请求发送失败"
return
if not client.safebox_checkin(safe_pos, inv_window, inv_cell):
_status.text = "存入请求发送失败"
if is_instance_valid(_status):
_status.text = "存入请求发送失败"
return
if _mobile_mode and inv_window == INVENTORY_WINDOW:
if inv_window == INVENTORY_WINDOW:
_mobile_deposit_pending[inv_cell] = true
_status.text = "已发送存入请求"
if is_instance_valid(_status):
_status.text = "已发送存入请求"
func _next_free_slot() -> int:
var used := {}
for it in client.get_safebox_items():
used[int(it.get("cell", -1))] = true
var cap: int = maxi(1, client.get_safebox_size()) * 45
if client and client.has_method("get_safebox_items"):
for it in client.get_safebox_items():
used[int(it.get("cell", -1))] = true
var cap: int = maxi(1, int(client.get_safebox_size()) if client and client.has_method("get_safebox_size") else 1) * 45
for i in range(cap):
if not used.has(i):
return i
@@ -127,21 +212,27 @@ func _tooltip_for(item: Dictionary) -> String:
func refresh() -> void:
if client == null:
return
_root.visible = client.is_safebox_open()
_root.visible = client.is_safebox_open() if client.has_method("is_safebox_open") else true
if not _root.visible:
return
_status.text = ""
if is_instance_valid(_status):
_status.text = ""
var pages := maxi(1, int(client.get_safebox_size()))
_page = clampi(_page, 0, pages - 1)
_title.text = "仓库(第 %d/%d 页)" % [_page + 1, pages]
_page_label.text = "%d / %d" % [_page + 1, pages]
# 40250 无仓库金钱存取协议(HEADER_CG_SAFEBOX_MONEY 不存在,GC 84 从不发送,
# 原版 RefreshSafeboxMoney 也是 pass)——只读展示,通常恒 0。
_gold.text = "仓库金币: %d(本版本不可存取)" % client.get_safebox_gold()
if is_instance_valid(_title):
_title.text = "仓库" if not _mobile_mode else "仓库(第 %d/%d 页)" % [_page + 1, pages]
if is_instance_valid(_page_label):
_page_label.text = "%d / %d" % [_page + 1, pages]
if is_instance_valid(_gold):
_gold.text = "仓库金币: %d" % client.get_safebox_gold()
for i in _page_buttons.size():
var btn: Button = _page_buttons[i]
btn.visible = i < pages
btn.set_pressed_no_signal(i == _page)
_render_grid()
for c in _list.get_children():
c.queue_free()
_render_grid()
var items: Array = client.get_safebox_items()
var items: Array = client.get_safebox_items() if client and client.has_method("get_safebox_items") else []
if items.is_empty():
var e := Label.new()
e.text = "(空)"
@@ -149,36 +240,80 @@ func refresh() -> void:
else:
for it in items:
_list.add_child(_row(it))
_refresh_mobile_inventory()
_refresh_inventory_candidates()
func _render_grid() -> void:
if _grid == null:
return
for pos in _cells:
var cell: Button = _cells[pos]
cell.text = ""
cell.tooltip_text = ""
cell.set_meta("vnum", 0)
cell.set_meta("count", 0)
var cell: Control = _cells[pos]
_clear_grid_cell(cell)
var items: Array = client.get_safebox_items() if client and client.has_method("get_safebox_items") else []
for it in items:
var absolute_pos := int(it.get("cell", -1))
var pos := absolute_pos - _page * SAFE_PAGE_SLOTS
if not _cells.has(pos):
continue
var cell: Button = _cells[pos]
var vnum := int(it.get("vnum", 0))
var count := int(it.get("count", 1))
cell.text = "%s%s" % [_name_of(vnum).substr(0, 7), (" ×%d" % count) if count > 1 else ""]
cell.tooltip_text = _tooltip_for(it)
cell.set_meta("vnum", vnum)
cell.set_meta("count", count)
var cell: Control = _cells[pos]
_fill_grid_cell(cell, it)
func _clear_grid_cell(cell: Control) -> void:
cell.tooltip_text = ""
cell.set_meta("vnum", 0)
cell.set_meta("count", 0)
for c in cell.get_children():
c.queue_free()
func _fill_grid_cell(cell: Control, item: Dictionary) -> void:
var vnum := int(item.get("vnum", 0))
var count := int(item.get("count", 1))
cell.set_meta("vnum", vnum)
cell.set_meta("count", count)
cell.tooltip_text = _tooltip_for(item)
var tex := _icon(vnum)
if tex != null:
var tr := TextureRect.new()
tr.name = "Icon"
tr.texture = tex
tr.set_anchors_preset(Control.PRESET_FULL_RECT)
tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tr.mouse_filter = Control.MOUSE_FILTER_IGNORE
cell.add_child(tr)
else:
var lbl := Label.new()
lbl.name = "Icon"
lbl.text = _name_of(vnum).substr(0, 4)
lbl.add_theme_font_size_override("font_size", 9)
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
cell.add_child(lbl)
if count > 1:
var cnt_lbl := Label.new()
cnt_lbl.name = "Count"
cnt_lbl.text = str(count)
cnt_lbl.position = Vector2(2, 16)
cnt_lbl.size = Vector2(28, 14)
cnt_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
cnt_lbl.add_theme_font_size_override("font_size", 10)
cnt_lbl.add_theme_color_override("font_color", Color(1.0, 1.0, 0.8))
cnt_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
cell.add_child(cnt_lbl)
func _icon(vnum: int) -> Texture2D:
if _assets_root == "":
return null
var rel := "icon/item/%05d.tga" % vnum
var tex := UiAssets.load_tex(_assets_root, rel)
if tex == null:
rel = "icon/item/%05d.tga" % ((vnum / 10) * 10)
tex = UiAssets.load_tex(_assets_root, rel)
return tex
func _drop_to_slot(payload: Dictionary, local_pos: int) -> bool:
if payload.is_empty() or not _cells.has(local_pos):
return false
var safe_pos := _page * SAFE_PAGE_SLOTS + local_pos
var cell: Button = _cells[local_pos]
var cell: Control = _cells[local_pos]
if int(cell.get_meta("vnum", 0)) != 0:
return false
var source_window := int(payload.get("window", -1))
@@ -191,41 +326,67 @@ func _drop_to_slot(payload: Dictionary, local_pos: int) -> bool:
return client.safebox_move(source_cell, safe_pos, 1)
return false
func _on_grid_input(local_pos: int, event: InputEvent) -> void:
if not item_mouse or not item_mouse.has_method("attach_item"):
func _on_cell_input(local_pos: int, ev: InputEvent) -> void:
if not (ev is InputEventMouseButton and ev.pressed):
return
if not (event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT
and event.pressed):
return
var cell: Button = _cells[local_pos]
var vnum := int(cell.get_meta("vnum", 0))
if vnum == 0:
return
item_mouse.attach_item(SAFE_WINDOW, _page * SAFE_PAGE_SLOTS + local_pos, vnum,
int(cell.get_meta("count", 1)), null, "safebox")
if ev.button_index == MOUSE_BUTTON_RIGHT:
var safe_pos := _page * SAFE_PAGE_SLOTS + local_pos
var target := _first_free_inv()
if target < 0:
if is_instance_valid(_status): _status.text = "背包已满"
return
if client and client.has_method("safebox_checkout"):
client.safebox_checkout(safe_pos, 1, target)
elif ev.button_index == MOUSE_BUTTON_LEFT:
if _mobile_mode:
_on_mobile_grid_tap(local_pos)
return
if item_mouse and item_mouse.has_method("attach_item"):
var cell: Control = _cells.get(local_pos, null)
if cell:
var vnum := int(cell.get_meta("vnum", 0))
if vnum > 0:
item_mouse.attach_item(SAFE_WINDOW, _page * SAFE_PAGE_SLOTS + local_pos, vnum,
int(cell.get_meta("count", 1)), null, "safebox")
func _on_mobile_grid_tap(local_pos: int) -> void:
if not _mobile_mode or client == null or not _cells.has(local_pos):
if client == null or not _cells.has(local_pos):
return
var cell: Button = _cells[local_pos]
var cell: Control = _cells[local_pos]
if int(cell.get_meta("vnum", 0)) == 0 or not client.has_method("safebox_checkout"):
return
var target := _first_free_inv()
if target < 0:
_status.text = "背包已满"
if is_instance_valid(_status):
_status.text = "背包已满"
return
if not client.safebox_checkout(_page * SAFE_PAGE_SLOTS + local_pos, 1, target):
_status.text = "取出请求发送失败"
if is_instance_valid(_status):
_status.text = "取出请求发送失败"
func _select_page(index: int) -> void:
_page = index
for i in _page_buttons.size():
var btn: Button = _page_buttons[i]
btn.set_pressed_no_signal(i == _page)
if _page_label:
_page_label.text = "%d / 3" % (_page + 1)
if _title:
_title.text = "仓库" if not _mobile_mode else "仓库(第 %d/3 页)" % (_page + 1)
_render_grid()
func _change_page(delta: int) -> void:
var pages := maxi(1, int(client.get_safebox_size()) if client and client.has_method("get_safebox_size") else 3)
_select_page(posmod(_page + delta, pages))
func _apply_mobile_layout() -> void:
if _root == null:
return
if _mobile_mode:
# The source-bag candidates stay inside the same hosted surface as the
# warehouse grid, so both obey one safe-area scale and touch boundary.
_root.size = Vector2(688, 400)
_root.position = Vector2(-344, -200)
_grid.position = Vector2(12, 54)
if _grid_container:
_grid_container.position = Vector2(12, 54)
if _mobile_inventory_title:
_mobile_inventory_title.visible = true
_mobile_inventory_title.position = Vector2(350, 48)
@@ -233,17 +394,36 @@ func _apply_mobile_layout() -> void:
_mobile_inventory_scroll.visible = true
_mobile_inventory_scroll.position = Vector2(350, 76)
_mobile_inventory_scroll.size = Vector2(326, 292)
if _gold:
_gold.visible = true
_gold.position = Vector2(12, 350)
if _change_pw_btn:
_change_pw_btn.position = Vector2(12, 316)
if _exit_btn:
_exit_btn.position = Vector2(174, 316)
else:
_root.size = Vector2(340, 400)
_root.position = Vector2(-170, -200)
_grid.position = Vector2(12, 54)
# 桌面端也显示背包候选面板(右侧),方便存入物品。
_root.size = Vector2(530, 418)
if _grid_container:
_grid_container.position = Vector2(8, 35)
if _mobile_inventory_title:
_mobile_inventory_title.visible = false
_mobile_inventory_title.visible = true
_mobile_inventory_title.position = Vector2(184, 35)
if _mobile_inventory_scroll:
_mobile_inventory_scroll.visible = false
_mobile_inventory_scroll.visible = true
_mobile_inventory_scroll.position = Vector2(184, 56)
_mobile_inventory_scroll.size = Vector2(336, 296)
if _gold:
_gold.visible = false
if _page_button_container:
_page_button_container.position = Vector2(10, 333)
if _change_pw_btn:
_change_pw_btn.position = Vector2(51, 360)
if _exit_btn:
_exit_btn.position = Vector2(51, 381)
func _refresh_mobile_inventory() -> void:
if not _mobile_mode or _mobile_inventory_list == null or not is_open():
func _refresh_inventory_candidates() -> void:
if _mobile_inventory_list == null or not is_open():
return
for child in _mobile_inventory_list.get_children():
child.queue_free()
@@ -269,11 +449,6 @@ func _refresh_mobile_inventory() -> void:
empty.add_theme_font_size_override("font_size", 12)
_mobile_inventory_list.add_child(empty)
func _change_page(delta: int) -> void:
var pages := maxi(1, int(client.get_safebox_size()))
_page = clampi(_page + delta, 0, pages - 1)
refresh()
func _ask_password(kind: String) -> void:
if is_instance_valid(_password_dialog):
_password_dialog.queue_free()
@@ -309,7 +484,6 @@ func _ask_password(kind: String) -> void:
else:
_password_dialog.popup_centered()
# 修改仓库密码:/safebox_change_password <旧> <新>(服务器两个参数各限 1..6 位)。
func _ask_change_password() -> void:
if not is_open():
return
@@ -344,8 +518,7 @@ func _ask_change_password() -> void:
if new_pw != edits[2].text:
if is_instance_valid(_status):
_status.text = "两次输入的新密码不一致"
elif old_pw.is_empty() or new_pw.is_empty() or new_pw.length() > 6 \
or old_pw.length() > 6:
elif old_pw.is_empty() or new_pw.is_empty() or new_pw.length() > 6 or old_pw.length() > 6:
if is_instance_valid(_status):
_status.text = "密码须为 16 位"
elif not client.safebox_change_password(old_pw, new_pw):
@@ -384,17 +557,18 @@ func _row(it: Dictionary) -> Control:
out.pressed.connect(func() -> void:
var target := _first_free_inv()
if target < 0:
_status.text = "背包已满"
if is_instance_valid(_status): _status.text = "背包已满"
return
if not client.safebox_checkout(cell, 1, target):
_status.text = "取出请求发送失败")
if is_instance_valid(_status): _status.text = "取出请求发送失败")
row.add_child(out)
return row
func _first_free_inv() -> int:
var used := {}
for it in client.get_inventory():
used[int(it.get("cell", -1))] = true
if client and client.has_method("get_inventory"):
for it in client.get_inventory():
used[int(it.get("cell", -1))] = true
for i in range(90):
if not used.has(i):
return i
@@ -402,93 +576,190 @@ func _first_free_inv() -> int:
func _build(parent: Node) -> void:
_root = Control.new()
_root.set_anchors_preset(Control.PRESET_CENTER)
_root.position = Vector2(-170, -200)
_root.size = Vector2(340, 400)
_root.name = "SafeboxWindow"
_root.size = Vector2(176, 418)
parent.add_child(_root)
var vp_size := Vector2(800.0, 600.0)
if _root.is_inside_tree():
vp_size = _root.get_viewport_rect().size
elif ui and ui.is_inside_tree():
vp_size = ui.get_viewport().get_visible_rect().size
_root.position.x = maxf(0.0, (vp_size.x - _root.size.x) / 2.0)
_root.position.y = maxf(0.0, (vp_size.y - _root.size.y) / 2.0)
_root.visible = false
_root.set_meta("is_titlebar", true)
parent.add_child(_root)
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
var sb := StyleBoxFlat.new()
sb.bg_color = Color(0.06, 0.08, 0.09, 0.97)
sb.set_corner_radius_all(4)
panel.add_theme_stylebox_override("panel", sb)
_root.add_child(panel)
# 1. 经典羊皮纸金属 Board 边框
var board_np := UiKit.board(_assets_root, "board", 32, 128)
if board_np and board_np.texture:
board_np.set_anchors_preset(Control.PRESET_FULL_RECT)
board_np.mouse_filter = Control.MOUSE_FILTER_IGNORE
_root.add_child(board_np)
else:
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
var sb := StyleBoxFlat.new()
sb.bg_color = Color(0.06, 0.08, 0.09, 0.97)
sb.set_corner_radius_all(4)
panel.add_theme_stylebox_override("panel", sb)
_root.add_child(panel)
# 2. 官方 TitleBar
var titlebar := UiBuild._titlebar(_assets_root, 161, {})
titlebar.name = "TitleBar"
titlebar.position = Vector2(8, 7)
_root.add_child(titlebar)
_title = Label.new()
_title.name = "TitleName"
_title.text = "仓库"
_title.position = Vector2(12, 8)
_root.add_child(_title)
var prev := Button.new()
prev.text = ""
prev.position = Vector2(235, 6)
prev.size = Vector2(28, 24)
prev.pressed.connect(func(): _change_page(-1))
_root.add_child(prev)
_page_label = Label.new()
_page_label.position = Vector2(266, 10)
_page_label.size = Vector2(60, 18)
_page_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_root.add_child(_page_label)
var next := Button.new()
next.text = ""
next.position = Vector2(302, 6)
next.size = Vector2(28, 24)
next.pressed.connect(func(): _change_page(1))
_root.add_child(next)
var change_pw := Button.new()
change_pw.text = "改密"
change_pw.position = Vector2(186, 6)
change_pw.size = Vector2(42, 24)
change_pw.add_theme_font_size_override("font_size", 11)
change_pw.pressed.connect(_ask_change_password)
_root.add_child(change_pw)
_gold = Label.new()
_gold.text = "仓库金币: 0"
_gold.position = Vector2(12, 30)
_gold.modulate = Color(0.95, 0.85, 0.5)
_gold.add_theme_font_size_override("font_size", 12)
_root.add_child(_gold)
_status = Label.new()
_status.position = Vector2(12, 382)
_status.add_theme_font_size_override("font_size", 11)
_status.add_theme_color_override("font_color", Color(1, 0.65, 0.55))
_root.add_child(_status)
_list = VBoxContainer.new()
_list.position = Vector2(12, 54)
_list.add_theme_constant_override("separation", 4)
_root.add_child(_list)
_list.visible = false
_grid = GridContainer.new()
_grid.columns = 5
_grid.position = Vector2(12, 54)
_grid.add_theme_constant_override("h_separation", 4)
_grid.add_theme_constant_override("v_separation", 4)
_root.add_child(_grid)
_title.position = Vector2(0, 0)
_title.size = Vector2(161, 23)
_title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_title.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_title.add_theme_color_override("font_color", Color(1.0, 0.9, 0.6))
_title.mouse_filter = Control.MOUSE_FILTER_IGNORE
titlebar.add_child(_title)
var close_btn: Button = titlebar.find_child("CloseButton", true, false)
if close_btn:
close_btn.pressed.connect(close)
# 3. 5×9 GridSlotWindow (8, 35)
_grid_container = Control.new()
_grid_container.name = "wndItem"
_grid_container.position = Vector2(8, 35)
_grid_container.size = Vector2(160, 288)
_root.add_child(_grid_container)
var slot_base_tex := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/Slot_Base.sub")
for pos in SAFE_PAGE_SLOTS:
var cell := Button.new()
cell.custom_minimum_size = Vector2(58, 30)
cell.add_theme_font_size_override("font_size", 9)
var col := pos % 5
var row := pos / 5
var cell := Panel.new()
cell.name = "slot_%d" % pos
cell.position = Vector2(col * 32, row * 32)
cell.custom_minimum_size = Vector2(32, 32)
cell.size = Vector2(32, 32)
cell.set_meta("safe_pos", pos)
cell.gui_input.connect(func(e: InputEvent): _on_grid_input(pos, e))
cell.pressed.connect(func(): _on_mobile_grid_tap(pos))
cell.mouse_filter = Control.MOUSE_FILTER_STOP
if slot_base_tex:
var sbt := StyleBoxTexture.new()
sbt.texture = slot_base_tex
cell.add_theme_stylebox_override("panel", sbt)
else:
var sbf := StyleBoxFlat.new()
sbf.bg_color = Color(0.12, 0.12, 0.15)
cell.add_theme_stylebox_override("panel", sbf)
cell.gui_input.connect(func(e: InputEvent): _on_cell_input(pos, e))
if item_mouse and item_mouse.has_method("register_target"):
item_mouse.register_target(cell,
func(payload: Dictionary): return _drop_to_slot(payload, pos), self)
_grid.add_child(cell)
_grid_container.add_child(cell)
_cells[pos] = cell
# 4. 单选分页按键 (I, II, III) - 40250 原版在 y = 333 (418 - 85)
_page_button_container = HBoxContainer.new()
_page_button_container.name = "PageButtons"
_page_button_container.position = Vector2(10, 333)
_page_button_container.size = Vector2(156, 20)
_page_button_container.alignment = BoxContainer.ALIGNMENT_CENTER
_page_button_container.add_theme_constant_override("separation", 6)
_root.add_child(_page_button_container)
for p_idx in 3:
var p_btn := Button.new()
p_btn.name = "PageBtn_%d" % p_idx
p_btn.text = ["I", "II", "III"][p_idx]
p_btn.custom_minimum_size = Vector2(44, 18)
p_btn.toggle_mode = true
var t1 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_01.sub")
var t2 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_02.sub")
var t3 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_03.sub")
if t1:
var sb1 := StyleBoxTexture.new(); sb1.texture = t1
p_btn.add_theme_stylebox_override("normal", sb1)
if t2:
var sb2 := StyleBoxTexture.new(); sb2.texture = t2
p_btn.add_theme_stylebox_override("hover", sb2)
if t3:
var sb3 := StyleBoxTexture.new(); sb3.texture = t3
p_btn.add_theme_stylebox_override("pressed", sb3)
p_btn.pressed.connect(func(): _select_page(p_idx))
_page_button_container.add_child(p_btn)
_page_buttons.append(p_btn)
# 5. 修改密码与关闭大按钮 - 40250 原版居中纵向排列
_change_pw_btn = _create_large_button("ChangePasswordButton", "修改密码", Vector2(51, 360), func(): _ask_change_password())
_change_pw_btn.size = Vector2(74, 21)
_root.add_child(_change_pw_btn)
_exit_btn = _create_large_button("ExitButton", "关闭", Vector2(51, 381), func(): close())
_exit_btn.size = Vector2(74, 21)
_root.add_child(_exit_btn)
# 兼容字段(测试与移动端使用)
_gold = Label.new()
_gold.name = "Gold"
_gold.visible = false
_root.add_child(_gold)
_page_label = Label.new()
_page_label.name = "PageLabel"
_page_label.visible = false
_root.add_child(_page_label)
_status = Label.new()
_status.name = "Status"
_status.visible = false
_root.add_child(_status)
_list = VBoxContainer.new()
_list.name = "List"
_list.visible = false
_root.add_child(_list)
# 移动端适配容器
_mobile_inventory_title = Label.new()
_mobile_inventory_title.text = "背包 · 点按存入"
_mobile_inventory_title.add_theme_font_size_override("font_size", 12)
_mobile_inventory_title.add_theme_color_override("font_color", Color(0.95, 0.84, 0.58))
_mobile_inventory_title.text = "背包候选 · 点按存入"
_mobile_inventory_title.position = Vector2(350, 48)
_mobile_inventory_title.visible = false
_root.add_child(_mobile_inventory_title)
_mobile_inventory_scroll = ScrollContainer.new()
_mobile_inventory_scroll.name = "MobileInventory"
_mobile_inventory_scroll.position = Vector2(350, 76)
_mobile_inventory_scroll.size = Vector2(326, 292)
_mobile_inventory_scroll.visible = false
_mobile_inventory_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
_mobile_inventory_list = VBoxContainer.new()
_mobile_inventory_list.add_theme_constant_override("separation", 4)
_mobile_inventory_scroll.add_child(_mobile_inventory_list)
_root.add_child(_mobile_inventory_scroll)
_mobile_inventory_list = VBoxContainer.new()
_mobile_inventory_list.add_theme_constant_override("separation", 6)
_mobile_inventory_scroll.add_child(_mobile_inventory_list)
_select_page(0)
_apply_mobile_layout()
func _create_large_button(btn_name: String, text: String, pos: Vector2, on_click: Callable) -> Button:
var btn := Button.new()
btn.name = btn_name
btn.text = text
btn.position = pos
btn.size = Vector2(74, 22)
btn.custom_minimum_size = Vector2(74, 22)
btn.add_theme_font_size_override("font_size", 11)
var t1 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_01.sub")
var t2 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_02.sub")
var t3 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_03.sub")
if t1:
var sb1 := StyleBoxTexture.new(); sb1.texture = t1
btn.add_theme_stylebox_override("normal", sb1)
if t2:
var sb2 := StyleBoxTexture.new(); sb2.texture = t2
btn.add_theme_stylebox_override("hover", sb2)
if t3:
var sb3 := StyleBoxTexture.new(); sb3.texture = t3
btn.add_theme_stylebox_override("pressed", sb3)
btn.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
btn.pressed.connect(on_click)
return btn