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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# motion_event_visibility_test —— 40250 CHARACTER_SHOW/HIDE local consumer.
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extends SceneTree
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const GameScene = preload("res://game_scene.gd")
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class Actor extends Node3D:
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var hidden := false
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func set_motion_hidden(value: bool) -> void:
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hidden = value
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func is_motion_hidden() -> bool:
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return hidden
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var failures := 0
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func check(ok: bool, label: String) -> void:
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if not ok:
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failures += 1
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printerr("FAIL: " + label)
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func _init() -> void:
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call_deferred("run")
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func run() -> void:
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var game := GameScene.new()
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var actor := Actor.new()
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get_root().add_child(game)
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get_root().add_child(actor)
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game.player = actor
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game._on_local_motion_event_detailed({"type": 8, "sound": "", "pos": Vector3.ZERO})
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check(actor.hidden, "CHARACTER_HIDE reaches the local actor")
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game._on_local_motion_event_detailed({"type": 7, "sound": "", "pos": Vector3.ZERO})
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check(not actor.hidden, "CHARACTER_SHOW restores the local actor")
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game.free()
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actor.free()
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await process_frame
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if failures == 0:
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print("PASS: motion_event_visibility_test")
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quit(1 if failures else 0)
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