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
This commit is contained in:
shen
2026-09-21 16:38:59 -07:00
parent 1522a8a1a1
commit c93894313a
5498 changed files with 4558004 additions and 1442 deletions
@@ -0,0 +1,97 @@
/**************************************************************************/
/* decal.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
// THIS FILE IS GENERATED. EDITS WILL BE LOST.
#pragma once
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/visual_instance3d.hpp>
#include <godot_cpp/variant/color.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
namespace godot {
class Texture2D;
class Decal : public VisualInstance3D {
GDEXTENSION_CLASS(Decal, VisualInstance3D)
public:
enum DecalTexture {
TEXTURE_ALBEDO = 0,
TEXTURE_NORMAL = 1,
TEXTURE_ORM = 2,
TEXTURE_EMISSION = 3,
TEXTURE_MAX = 4,
};
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_texture(Decal::DecalTexture p_type, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture(Decal::DecalTexture p_type) const;
void set_emission_energy(float p_energy);
float get_emission_energy() const;
void set_albedo_mix(float p_energy);
float get_albedo_mix() const;
void set_modulate(const Color &p_color);
Color get_modulate() const;
void set_upper_fade(float p_fade);
float get_upper_fade() const;
void set_lower_fade(float p_fade);
float get_lower_fade() const;
void set_normal_fade(float p_fade);
float get_normal_fade() const;
void set_enable_distance_fade(bool p_enable);
bool is_distance_fade_enabled() const;
void set_distance_fade_begin(float p_distance);
float get_distance_fade_begin() const;
void set_distance_fade_length(float p_distance);
float get_distance_fade_length() const;
void set_cull_mask(uint32_t p_mask);
uint32_t get_cull_mask() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
VisualInstance3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Decal::DecalTexture);