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
+27 -5
View File
@@ -15,19 +15,41 @@ func run() -> void:
check(view.build(AssetRoot.path(), 0), "warrior builds")
root.add_child(view)
view.anim.set_process(false)
check(Metin2AnimPlayer.get_clip_cache_stats().misses == 1, "two actors decode idle only once")
var initial_paths := {}
for view in [a, b]:
initial_paths[String(view.anim.get("anim_path"))] = true
check(Metin2AnimPlayer.get_clip_cache_stats().misses == initial_paths.size(),
"two actors decode only the distinct weighted idle resources")
a.anim.set_time(0.3)
b.anim.set_time(0.9)
check(not is_equal_approx(a.anim.get_time(), b.anim.get_time()), "playback clocks remain independent")
# 40250 refuses to interrupt an active one-shot with a locomotion motion, so
# repeatedly calling set_anim_state() is not a cache stress test. Switch
# the same three registered resources explicitly to exercise the hot reload
# path while preserving the actor-level interruption gate.
# WAIT is a weighted RaceData vector; asking _motion_file("wait") again
# would roll a new resource and make the cache expectation nondeterministic.
# Reuse the exact wait path already bound by actor A instead.
var hot_paths: Array[String] = [a._motion_file("run"), a._motion_file("attack"),
String(a.anim.get("anim_path"))]
var expected_paths := {}
for view in [a, b]:
expected_paths[String(view.anim.get("anim_path"))] = true
for path in hot_paths:
expected_paths[path] = true
for i in 3:
for state in ["run", "attack", "wait"]:
for path in hot_paths:
for view in [a, b]:
view.set_anim_state(state)
view.anim.set("anim_path", path)
view.anim.set("playing", true)
view.anim.set_time(0.2)
var stats: Dictionary = Metin2AnimPlayer.get_clip_cache_stats()
check(stats.misses == 3 and stats.hits >= 17, "hot motion switches reuse decoded clips")
var expected_misses := expected_paths.size()
check(stats.misses == expected_misses and stats.hits >= 20 - expected_misses,
"hot motion switches reuse decoded clips across weighted wait variants")
check(stats.entries <= 32 and stats.section_bytes <= 64 * 1024 * 1024, "cache has entry and decoded-section budget")
check(stats.msa_misses == 3 and stats.msa_hits >= 17, "hot switches reuse parsed MSA metadata")
check(stats.msa_misses == expected_misses and stats.msa_hits >= 20 - expected_misses,
"hot switches reuse parsed MSA metadata across weighted wait variants")
check(stats.msa_entries <= 128, "MSA cache has an entry limit")
Metin2AnimPlayer.clear_clip_cache()
check(Metin2AnimPlayer.get_clip_cache_stats().msa_entries == 0, "MSA cache clears with clips")