fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
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/**************************************************************************/
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/* decal.hpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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// THIS FILE IS GENERATED. EDITS WILL BE LOST.
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#pragma once
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/classes/visual_instance3d.hpp>
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#include <godot_cpp/variant/color.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <type_traits>
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namespace godot {
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class Texture2D;
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class Decal : public VisualInstance3D {
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GDEXTENSION_CLASS(Decal, VisualInstance3D)
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public:
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enum DecalTexture {
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TEXTURE_ALBEDO = 0,
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TEXTURE_NORMAL = 1,
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TEXTURE_ORM = 2,
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TEXTURE_EMISSION = 3,
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TEXTURE_MAX = 4,
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};
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void set_size(const Vector3 &p_size);
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Vector3 get_size() const;
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void set_texture(Decal::DecalTexture p_type, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture(Decal::DecalTexture p_type) const;
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void set_emission_energy(float p_energy);
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float get_emission_energy() const;
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void set_albedo_mix(float p_energy);
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float get_albedo_mix() const;
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void set_modulate(const Color &p_color);
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Color get_modulate() const;
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void set_upper_fade(float p_fade);
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float get_upper_fade() const;
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void set_lower_fade(float p_fade);
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float get_lower_fade() const;
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void set_normal_fade(float p_fade);
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float get_normal_fade() const;
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void set_enable_distance_fade(bool p_enable);
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bool is_distance_fade_enabled() const;
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void set_distance_fade_begin(float p_distance);
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float get_distance_fade_begin() const;
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void set_distance_fade_length(float p_distance);
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float get_distance_fade_length() const;
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void set_cull_mask(uint32_t p_mask);
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uint32_t get_cull_mask() const;
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protected:
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template <typename T, typename B>
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static void register_virtuals() {
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VisualInstance3D::register_virtuals<T, B>();
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}
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public:
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};
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} // namespace godot
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VARIANT_ENUM_CAST(Decal::DecalTexture);
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