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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# net_world_motion_event_test —— every real remote actor exposes the native
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# MotionEvent detailed signal through NetWorld, without creating client shots.
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extends SceneTree
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const NetWorld = preload("res://net_world.gd")
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class Anim extends Node:
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signal motion_event_detailed(event: Dictionary)
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class Actor extends Node3D:
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var anim := Anim.new()
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func _init() -> void:
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add_child(anim)
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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 world := NetWorld.new()
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var actor := Actor.new()
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get_root().add_child(world)
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get_root().add_child(actor)
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var seen: Array = []
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world.actor_motion_event.connect(func(vid: int, event: Dictionary): seen.append([vid, event]))
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world._connect_actor_motion_events(actor, 42)
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actor.anim.motion_event_detailed.emit({"type": 1, "effect": "remote.mse"})
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check(seen.size() == 1 and seen[0][0] == 42 and seen[0][1].effect == "remote.mse",
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"remote actor detailed motion event reaches NetWorld")
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world._connect_actor_motion_events(actor, 42)
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actor.anim.motion_event_detailed.emit({"type": 8})
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check(seen.size() == 2, "remote animator is connected only once")
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world.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: net_world_motion_event_test")
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quit(1 if failures else 0)
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