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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+12
-10
@@ -127,15 +127,17 @@ func _run() -> void:
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af._game = Node.new()
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af._game.name = "FakeGameScene"
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af.add_child(af._game)
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# 在 GAME 时断线 -> 保留 GAME,显示重连遮罩;重连后的角色列表静默选回角色
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# 40250 OnRemoteDisconnect -> SetLoginPhase:释放 GameScene,回到 LOGIN。
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fc2.disconnected.emit("game dropped")
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_ck(af.state() == AppFlow.GAME and af._reconnecting_game,
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"flow: disconnect in GAME -> reconnecting GAME")
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_ck(af.state() == AppFlow.LOGIN and not af._reconnecting_game and af._game == null,
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"flow: disconnect in GAME -> LoginPhase and release GameScene")
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fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}])
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_ck(fc2.selects == [0, 0], "flow: reconnect re-enters previous character")
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fc2.entered_game.emit()
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_ck(af.state() == AppFlow.GAME and not af._reconnecting_game,
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"flow: reconnect entered_game -> GAME")
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fc2.disconnected.emit("dropped")
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_ck(af.state() == AppFlow.GAME and af._reconnecting_game,
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"flow: second game disconnect keeps GAME")
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_ck(af.state() == AppFlow.SELECT and fc2.selects == [0],
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"flow: post-disconnect character list enters SELECT without auto re-entry")
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af._game = Node.new()
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af._game.name = "FakeGameScene"
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af.add_child(af._game)
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af._state = AppFlow.GAME
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fc2.phase_changed.emit("login")
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_ck(af.state() == AppFlow.LOGIN and not af._reconnecting_game and af._game == null,
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"flow: PHASE_CLOSE LoginPhase observer releases GameScene")
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