# SafeboxUI (P8) —— 仓库窗(1:1 对齐 40250 `root/uisafebox.py` 与 `uiscript/safeboxwindow.py`)。 # # var bu := preload("res://ui/safebox_ui.gd").new() # add_child(bu) # bu.setup(m2client, canvas_parent, proto) # # 采用 40250 经典 176×373 羊皮纸金属 Board 边框与 TitleBar。 # 5×9 格子(45 格/页),使用 Slot_Base.sub 底图。 # 底部单选分页按键(I / II / III)、修改密码与关闭大按钮。 # 右键格子道具直接取出至背包;在背包中右键直接存入仓库;支持鼠标拖放。 extends Node const ItemTooltip = preload("res://ui/item_tooltip.gd") const UiKit = preload("res://ui_kit.gd") const UiBuild = preload("res://ui/ui_build.gd") const UiAssets = preload("res://ui/ui_assets.gd") var client: Node var proto: Node var _tooltip_builder: RefCounted var _assets_root := "" var _root: Control var _board_panel: Control var _list: VBoxContainer var _gold: Label var _title: Label var _status: Label var _password_dialog: ConfirmationDialog var _grid_container: Control var _cells: Dictionary = {} var _page_buttons: Array[Button] = [] var _page_button_container: HBoxContainer var _change_pw_btn: Button var _exit_btn: Button var _page_label: Label var _page := 0 var item_mouse: Node var _mobile_mode := false var _mobile_inventory_title: Label var _mobile_inventory_scroll: ScrollContainer var _mobile_inventory_list: VBoxContainer var _mobile_deposit_pending := {} var _change_pw_dialog: ConfirmationDialog const SAFE_PAGE_SLOTS := 45 const SAFE_WINDOW := 3 const INVENTORY_WINDOW := 1 const USE_SAFEBOX_LIMIT_RANGE_M := 10.0 var ui: CanvasLayer var _open_char_pos := Vector3.ZERO var _has_open_pos := false func setup(m2client: Node, parent: Node, proto_node: Node = null, assets_override := "") -> void: client = m2client proto = proto_node ui = parent as CanvasLayer _assets_root = assets_override if assets_override != "" else AssetRoot.path() _tooltip_builder = ItemTooltip.new() _tooltip_builder.setup(_assets_root, "en", proto) _build(parent) if client and client.has_signal("safebox_opened"): client.safebox_opened.connect(func(_size): open()) if client and client.has_signal("safebox_closed"): client.safebox_closed.connect(_close_local) if client and client.has_signal("safebox_changed"): client.safebox_changed.connect(refresh) if client and client.has_signal("inventory_changed"): client.inventory_changed.connect(_refresh_inventory_candidates) if client and client.has_signal("safebox_password_required"): client.safebox_password_required.connect(func(): _ask_password("safebox")) if client and client.has_signal("safebox_wrong_password"): client.safebox_wrong_password.connect(func(): if is_instance_valid(_status): _status.text = "仓库密码错误") if ui and ui.has_signal("window_closed"): ui.window_closed.connect(func(w): if w == _root and is_open(): close() ) func is_open() -> bool: return _root != null and _root.visible func _get_main_char_pos() -> Variant: if client == null: return null var vid := 0 if client.has_method("get_main_vid"): vid = int(client.get_main_vid()) if vid != 0 and client.has_method("get_entity"): var e: Dictionary = client.get_entity(vid) if not e.is_empty() and e.has("pos"): return e["pos"] return null func _process(_delta: float) -> void: if not is_open() or not _has_open_pos: return var cur = _get_main_char_pos() if cur is Vector3: if _open_char_pos.distance_to(cur) > USE_SAFEBOX_LIMIT_RANGE_M: close() func open() -> void: if _root: var vp_size := Vector2(800.0, 600.0) if _root.is_inside_tree(): vp_size = _root.get_viewport_rect().size elif ui and ui.is_inside_tree(): vp_size = ui.get_viewport().get_visible_rect().size _root.position.x = maxf(0.0, (vp_size.x - _root.size.x) / 2.0) _root.position.y = maxf(0.0, (vp_size.y - _root.size.y) / 2.0) _root.visible = true if ui and ui.has_method("open"): ui.open(_root) var p = _get_main_char_pos() if p is Vector3: _open_char_pos = p _has_open_pos = true refresh() func toggle_window() -> void: if is_open(): close() else: open() func set_mobile_mode(enabled: bool) -> void: _mobile_mode = enabled _apply_mobile_layout() _refresh_inventory_candidates() func get_mobile_window() -> Control: return _root func close() -> void: # 对齐原版 SafeboxWindow.Close():先发 /safebox_close 让服务器同步关仓 if client and client.has_method("safebox_close") and is_open(): client.safebox_close() _close_local() func _close_local() -> void: _has_open_pos = false if item_mouse and item_mouse.has_method("unregister_owner"): item_mouse.unregister_owner(self) if item_mouse.has_method("is_attached") and item_mouse.is_attached(): item_mouse.cancel() if _root: _root.visible = false if ui and "_stack" in ui: ui._stack.erase(_root) if ui.has_method("_restack"): ui._restack() _page = 0 _mobile_deposit_pending.clear() if is_instance_valid(_password_dialog): _password_dialog.queue_free() _password_dialog = null func deposit(inv_window: int, inv_cell: int) -> void: if not is_open() or inv_window < 0 or inv_cell < 0: return if inv_window == INVENTORY_WINDOW and _mobile_deposit_pending.has(inv_cell): if is_instance_valid(_status): _status.text = "该物品的存入请求已发送" return var safe_pos := _next_free_slot() if safe_pos < 0: if is_instance_valid(_status): _status.text = "仓库已满" return if not client.has_method("safebox_checkin"): if is_instance_valid(_status): _status.text = "存入请求发送失败" return if not client.safebox_checkin(safe_pos, inv_window, inv_cell): if is_instance_valid(_status): _status.text = "存入请求发送失败" return if inv_window == INVENTORY_WINDOW: _mobile_deposit_pending[inv_cell] = true if is_instance_valid(_status): _status.text = "已发送存入请求" func _next_free_slot() -> int: var used := {} if client and client.has_method("get_safebox_items"): for it in client.get_safebox_items(): used[int(it.get("cell", -1))] = true var cap: int = maxi(1, int(client.get_safebox_size()) if client and client.has_method("get_safebox_size") else 1) * 45 for i in range(cap): if not used.has(i): return i return -1 func _name_of(vnum: int) -> String: if proto and proto.has_method("item"): var d: Dictionary = proto.item(vnum) var n := String(d.get("locale_name", d.get("name", ""))) if n != "": return n return "#%d" % vnum func _tooltip_for(item: Dictionary) -> String: var vnum := int(item.get("vnum", 0)) if _tooltip_builder: var pd: Dictionary = proto.item(vnum) if proto and proto.has_method("item") else {} return _tooltip_builder.format(vnum, int(item.get("count", 1)), pd, item) return "%s\n#%d ×%d" % [_name_of(vnum), vnum, int(item.get("count", 1))] func refresh() -> void: if client == null: return _root.visible = client.is_safebox_open() if client.has_method("is_safebox_open") else true if not _root.visible: return if is_instance_valid(_status): _status.text = "" var pages := maxi(1, int(client.get_safebox_size())) _page = clampi(_page, 0, pages - 1) if is_instance_valid(_title): _title.text = "仓库" if not _mobile_mode else "仓库(第 %d/%d 页)" % [_page + 1, pages] if is_instance_valid(_page_label): _page_label.text = "%d / %d" % [_page + 1, pages] if is_instance_valid(_gold): _gold.text = "仓库金币: %d" % client.get_safebox_gold() for i in _page_buttons.size(): var btn: Button = _page_buttons[i] btn.visible = i < pages btn.set_pressed_no_signal(i == _page) _render_grid() for c in _list.get_children(): c.queue_free() var items: Array = client.get_safebox_items() if client and client.has_method("get_safebox_items") else [] if items.is_empty(): var e := Label.new() e.text = "(空)" _list.add_child(e) else: for it in items: _list.add_child(_row(it)) _refresh_inventory_candidates() func _render_grid() -> void: for pos in _cells: var cell: Control = _cells[pos] _clear_grid_cell(cell) var items: Array = client.get_safebox_items() if client and client.has_method("get_safebox_items") else [] for it in items: var absolute_pos := int(it.get("cell", -1)) var pos := absolute_pos - _page * SAFE_PAGE_SLOTS if not _cells.has(pos): continue var cell: Control = _cells[pos] _fill_grid_cell(cell, it) func _clear_grid_cell(cell: Control) -> void: cell.tooltip_text = "" cell.set_meta("vnum", 0) cell.set_meta("count", 0) for c in cell.get_children(): c.queue_free() func _fill_grid_cell(cell: Control, item: Dictionary) -> void: var vnum := int(item.get("vnum", 0)) var count := int(item.get("count", 1)) cell.set_meta("vnum", vnum) cell.set_meta("count", count) cell.tooltip_text = _tooltip_for(item) var tex := _icon(vnum) if tex != null: var tr := TextureRect.new() tr.name = "Icon" tr.texture = tex tr.set_anchors_preset(Control.PRESET_FULL_RECT) tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED tr.mouse_filter = Control.MOUSE_FILTER_IGNORE cell.add_child(tr) else: var lbl := Label.new() lbl.name = "Icon" lbl.text = _name_of(vnum).substr(0, 4) lbl.add_theme_font_size_override("font_size", 9) lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE cell.add_child(lbl) if count > 1: var cnt_lbl := Label.new() cnt_lbl.name = "Count" cnt_lbl.text = str(count) cnt_lbl.position = Vector2(2, 16) cnt_lbl.size = Vector2(28, 14) cnt_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT cnt_lbl.add_theme_font_size_override("font_size", 10) cnt_lbl.add_theme_color_override("font_color", Color(1.0, 1.0, 0.8)) cnt_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE cell.add_child(cnt_lbl) func _icon(vnum: int) -> Texture2D: if _assets_root == "": return null var rel := "icon/item/%05d.tga" % vnum var tex := UiAssets.load_tex(_assets_root, rel) if tex == null: rel = "icon/item/%05d.tga" % ((vnum / 10) * 10) tex = UiAssets.load_tex(_assets_root, rel) return tex func _drop_to_slot(payload: Dictionary, local_pos: int) -> bool: if payload.is_empty() or not _cells.has(local_pos): return false var safe_pos := _page * SAFE_PAGE_SLOTS + local_pos var cell: Control = _cells[local_pos] if int(cell.get_meta("vnum", 0)) != 0: return false var source_window := int(payload.get("window", -1)) var source_cell := int(payload.get("cell", -1)) if source_cell < 0: return false if source_window in [1, 2] and client.has_method("safebox_checkin"): return client.safebox_checkin(safe_pos, source_window, source_cell) if source_window == SAFE_WINDOW and client.has_method("safebox_move"): return client.safebox_move(source_cell, safe_pos, 1) return false func _on_cell_input(local_pos: int, ev: InputEvent) -> void: if not (ev is InputEventMouseButton and ev.pressed): return if ev.button_index == MOUSE_BUTTON_RIGHT: var safe_pos := _page * SAFE_PAGE_SLOTS + local_pos var target := _first_free_inv() if target < 0: if is_instance_valid(_status): _status.text = "背包已满" return if client and client.has_method("safebox_checkout"): client.safebox_checkout(safe_pos, 1, target) elif ev.button_index == MOUSE_BUTTON_LEFT: if _mobile_mode: _on_mobile_grid_tap(local_pos) return if item_mouse and item_mouse.has_method("attach_item"): var cell: Control = _cells.get(local_pos, null) if cell: var vnum := int(cell.get_meta("vnum", 0)) if vnum > 0: item_mouse.attach_item(SAFE_WINDOW, _page * SAFE_PAGE_SLOTS + local_pos, vnum, int(cell.get_meta("count", 1)), null, "safebox") func _on_mobile_grid_tap(local_pos: int) -> void: if client == null or not _cells.has(local_pos): return var cell: Control = _cells[local_pos] if int(cell.get_meta("vnum", 0)) == 0 or not client.has_method("safebox_checkout"): return var target := _first_free_inv() if target < 0: if is_instance_valid(_status): _status.text = "背包已满" return if not client.safebox_checkout(_page * SAFE_PAGE_SLOTS + local_pos, 1, target): if is_instance_valid(_status): _status.text = "取出请求发送失败" func _select_page(index: int) -> void: _page = index for i in _page_buttons.size(): var btn: Button = _page_buttons[i] btn.set_pressed_no_signal(i == _page) if _page_label: _page_label.text = "%d / 3" % (_page + 1) if _title: _title.text = "仓库" if not _mobile_mode else "仓库(第 %d/3 页)" % (_page + 1) _render_grid() func _change_page(delta: int) -> void: var pages := maxi(1, int(client.get_safebox_size()) if client and client.has_method("get_safebox_size") else 3) _select_page(posmod(_page + delta, pages)) func _apply_mobile_layout() -> void: if _root == null: return if _mobile_mode: _root.size = Vector2(688, 400) _root.position = Vector2(-344, -200) if _grid_container: _grid_container.position = Vector2(12, 54) if _mobile_inventory_title: _mobile_inventory_title.visible = true _mobile_inventory_title.position = Vector2(350, 48) if _mobile_inventory_scroll: _mobile_inventory_scroll.visible = true _mobile_inventory_scroll.position = Vector2(350, 76) _mobile_inventory_scroll.size = Vector2(326, 292) if _gold: _gold.visible = true _gold.position = Vector2(12, 350) if _change_pw_btn: _change_pw_btn.position = Vector2(12, 316) if _exit_btn: _exit_btn.position = Vector2(174, 316) else: # 桌面端也显示背包候选面板(右侧),方便存入物品。 _root.size = Vector2(530, 418) if _grid_container: _grid_container.position = Vector2(8, 35) if _mobile_inventory_title: _mobile_inventory_title.visible = true _mobile_inventory_title.position = Vector2(184, 35) if _mobile_inventory_scroll: _mobile_inventory_scroll.visible = true _mobile_inventory_scroll.position = Vector2(184, 56) _mobile_inventory_scroll.size = Vector2(336, 296) if _gold: _gold.visible = false if _page_button_container: _page_button_container.position = Vector2(10, 333) if _change_pw_btn: _change_pw_btn.position = Vector2(51, 360) if _exit_btn: _exit_btn.position = Vector2(51, 381) func _refresh_inventory_candidates() -> void: if _mobile_inventory_list == null or not is_open(): return for child in _mobile_inventory_list.get_children(): child.queue_free() var inventory: Array = client.get_inventory() if client and client.has_method("get_inventory") else [] var shown := 0 for item in inventory: var cell := int(item.get("cell", -1)) var vnum := int(item.get("vnum", 0)) if cell < 0 or vnum <= 0 or _mobile_deposit_pending.has(cell): continue var button := Button.new() button.alignment = HORIZONTAL_ALIGNMENT_LEFT button.text = "%s ×%d · 点按存入" % [_name_of(vnum), int(item.get("count", 1))] button.custom_minimum_size = Vector2(316, 34) button.tooltip_text = _tooltip_for(item) var captured_cell := cell button.pressed.connect(func() -> void: deposit(INVENTORY_WINDOW, captured_cell)) _mobile_inventory_list.add_child(button) shown += 1 if shown == 0: var empty := Label.new() empty.text = "(没有可存入物品)" empty.add_theme_font_size_override("font_size", 12) _mobile_inventory_list.add_child(empty) func _ask_password(kind: String) -> void: if is_instance_valid(_password_dialog): _password_dialog.queue_free() _password_dialog = ConfirmationDialog.new() _password_dialog.title = "商城密码" if kind == "mall" else "仓库密码" _password_dialog.dialog_text = "请输入 1~6 位密码" _password_dialog.ok_button_text = "确认" _password_dialog.cancel_button_text = "取消" var edit := LineEdit.new() edit.secret = true edit.max_length = 6 edit.placeholder_text = "密码" edit.virtual_keyboard_type = LineEdit.KEYBOARD_TYPE_NUMBER edit.custom_minimum_size = Vector2(360, 44) if _mobile_mode else Vector2(220, 28) _password_dialog.add_child(edit) _password_dialog.confirmed.connect(func() -> void: var sent: bool = client.safebox_password(edit.text) if kind == "safebox" else client.mall_password(edit.text) if not sent and is_instance_valid(_status): _status.text = "密码格式无效" _password_dialog.queue_free() _password_dialog = null) _password_dialog.canceled.connect(func() -> void: _password_dialog.queue_free() _password_dialog = null) if _mobile_mode: _password_dialog.set_meta("mobile_modal", true) _password_dialog.set_meta("mobile_title", "商城密码" if kind == "mall" else "仓库密码") _password_dialog.min_size = Vector2i(460, 230) _password_dialog.size = Vector2i(460, 230) _root.add_child(_password_dialog) if _mobile_mode: _password_dialog.popup_centered(Vector2i(460, 230)) else: _password_dialog.popup_centered() func _ask_change_password() -> void: if not is_open(): return if is_instance_valid(_change_pw_dialog): _change_pw_dialog.queue_free() _change_pw_dialog = ConfirmationDialog.new() _change_pw_dialog.title = "修改仓库密码" _change_pw_dialog.dialog_text = "旧密码 / 新密码(1~6 位)/ 再输入一次新密码" _change_pw_dialog.ok_button_text = "确认" _change_pw_dialog.cancel_button_text = "取消" var box := VBoxContainer.new() var edits: Array[LineEdit] = [] for hint in ["旧密码", "新密码", "确认新密码"]: var row := HBoxContainer.new() var lbl := Label.new() lbl.text = hint lbl.custom_minimum_size = Vector2(96, 0) row.add_child(lbl) var edit := LineEdit.new() edit.secret = true edit.max_length = 6 edit.placeholder_text = hint edit.virtual_keyboard_type = LineEdit.KEYBOARD_TYPE_NUMBER edit.custom_minimum_size = Vector2(360, 44) if _mobile_mode else Vector2(160, 28) row.add_child(edit) box.add_child(row) edits.append(edit) _change_pw_dialog.add_child(box) _change_pw_dialog.confirmed.connect(func() -> void: var old_pw := edits[0].text var new_pw := edits[1].text if new_pw != edits[2].text: if is_instance_valid(_status): _status.text = "两次输入的新密码不一致" elif old_pw.is_empty() or new_pw.is_empty() or new_pw.length() > 6 or old_pw.length() > 6: if is_instance_valid(_status): _status.text = "密码须为 1~6 位" elif not client.safebox_change_password(old_pw, new_pw): if is_instance_valid(_status): _status.text = "修改密码请求发送失败" else: if is_instance_valid(_status): _status.text = "已提交修改密码请求" _change_pw_dialog.queue_free() _change_pw_dialog = null) _change_pw_dialog.canceled.connect(func() -> void: _change_pw_dialog.queue_free() _change_pw_dialog = null) if _mobile_mode: _change_pw_dialog.set_meta("mobile_modal", true) _change_pw_dialog.set_meta("mobile_title", "修改仓库密码") _change_pw_dialog.min_size = Vector2i(560, 320) _change_pw_dialog.size = Vector2i(560, 320) _root.add_child(_change_pw_dialog) if _mobile_mode: _change_pw_dialog.popup_centered(Vector2i(560, 320)) else: _change_pw_dialog.popup_centered() func _row(it: Dictionary) -> Control: var row := HBoxContainer.new() row.custom_minimum_size = Vector2(300, 0) var nm := Label.new() nm.text = "%s ×%d" % [_name_of(int(it.get("vnum", 0))), int(it.get("count", 1))] nm.custom_minimum_size = Vector2(220, 0) nm.add_theme_font_size_override("font_size", 12) row.add_child(nm) var out := Button.new() out.text = "取出" var cell := int(it.get("cell", 0)) out.pressed.connect(func() -> void: var target := _first_free_inv() if target < 0: if is_instance_valid(_status): _status.text = "背包已满" return if not client.safebox_checkout(cell, 1, target): if is_instance_valid(_status): _status.text = "取出请求发送失败") row.add_child(out) return row func _first_free_inv() -> int: var used := {} if client and client.has_method("get_inventory"): for it in client.get_inventory(): used[int(it.get("cell", -1))] = true for i in range(90): if not used.has(i): return i return -1 func _build(parent: Node) -> void: _root = Control.new() _root.name = "SafeboxWindow" _root.size = Vector2(176, 418) parent.add_child(_root) var vp_size := Vector2(800.0, 600.0) if _root.is_inside_tree(): vp_size = _root.get_viewport_rect().size elif ui and ui.is_inside_tree(): vp_size = ui.get_viewport().get_visible_rect().size _root.position.x = maxf(0.0, (vp_size.x - _root.size.x) / 2.0) _root.position.y = maxf(0.0, (vp_size.y - _root.size.y) / 2.0) _root.visible = false _root.set_meta("is_titlebar", true) # 1. 经典羊皮纸金属 Board 边框 var board_np := UiKit.board(_assets_root, "board", 32, 128) if board_np and board_np.texture: board_np.set_anchors_preset(Control.PRESET_FULL_RECT) board_np.mouse_filter = Control.MOUSE_FILTER_IGNORE _root.add_child(board_np) else: var panel := Panel.new() panel.set_anchors_preset(Control.PRESET_FULL_RECT) var sb := StyleBoxFlat.new() sb.bg_color = Color(0.06, 0.08, 0.09, 0.97) sb.set_corner_radius_all(4) panel.add_theme_stylebox_override("panel", sb) _root.add_child(panel) # 2. 官方 TitleBar var titlebar := UiBuild._titlebar(_assets_root, 161, {}) titlebar.name = "TitleBar" titlebar.position = Vector2(8, 7) _root.add_child(titlebar) _title = Label.new() _title.name = "TitleName" _title.text = "仓库" _title.position = Vector2(0, 0) _title.size = Vector2(161, 23) _title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER _title.vertical_alignment = VERTICAL_ALIGNMENT_CENTER _title.add_theme_color_override("font_color", Color(1.0, 0.9, 0.6)) _title.mouse_filter = Control.MOUSE_FILTER_IGNORE titlebar.add_child(_title) var close_btn: Button = titlebar.find_child("CloseButton", true, false) if close_btn: close_btn.pressed.connect(close) # 3. 5×9 GridSlotWindow (8, 35) _grid_container = Control.new() _grid_container.name = "wndItem" _grid_container.position = Vector2(8, 35) _grid_container.size = Vector2(160, 288) _root.add_child(_grid_container) var slot_base_tex := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/Slot_Base.sub") for pos in SAFE_PAGE_SLOTS: var col := pos % 5 var row := pos / 5 var cell := Panel.new() cell.name = "slot_%d" % pos cell.position = Vector2(col * 32, row * 32) cell.custom_minimum_size = Vector2(32, 32) cell.size = Vector2(32, 32) cell.set_meta("safe_pos", pos) cell.mouse_filter = Control.MOUSE_FILTER_STOP if slot_base_tex: var sbt := StyleBoxTexture.new() sbt.texture = slot_base_tex cell.add_theme_stylebox_override("panel", sbt) else: var sbf := StyleBoxFlat.new() sbf.bg_color = Color(0.12, 0.12, 0.15) cell.add_theme_stylebox_override("panel", sbf) cell.gui_input.connect(func(e: InputEvent): _on_cell_input(pos, e)) if item_mouse and item_mouse.has_method("register_target"): item_mouse.register_target(cell, func(payload: Dictionary): return _drop_to_slot(payload, pos), self) _grid_container.add_child(cell) _cells[pos] = cell # 4. 单选分页按键 (I, II, III) - 40250 原版在 y = 333 (418 - 85) _page_button_container = HBoxContainer.new() _page_button_container.name = "PageButtons" _page_button_container.position = Vector2(10, 333) _page_button_container.size = Vector2(156, 20) _page_button_container.alignment = BoxContainer.ALIGNMENT_CENTER _page_button_container.add_theme_constant_override("separation", 6) _root.add_child(_page_button_container) for p_idx in 3: var p_btn := Button.new() p_btn.name = "PageBtn_%d" % p_idx p_btn.text = ["I", "II", "III"][p_idx] p_btn.custom_minimum_size = Vector2(44, 18) p_btn.toggle_mode = true var t1 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_01.sub") var t2 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_02.sub") var t3 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/game/windows/tab_button_middle_03.sub") if t1: var sb1 := StyleBoxTexture.new(); sb1.texture = t1 p_btn.add_theme_stylebox_override("normal", sb1) if t2: var sb2 := StyleBoxTexture.new(); sb2.texture = t2 p_btn.add_theme_stylebox_override("hover", sb2) if t3: var sb3 := StyleBoxTexture.new(); sb3.texture = t3 p_btn.add_theme_stylebox_override("pressed", sb3) p_btn.pressed.connect(func(): _select_page(p_idx)) _page_button_container.add_child(p_btn) _page_buttons.append(p_btn) # 5. 修改密码与关闭大按钮 - 40250 原版居中纵向排列 _change_pw_btn = _create_large_button("ChangePasswordButton", "修改密码", Vector2(51, 360), func(): _ask_change_password()) _change_pw_btn.size = Vector2(74, 21) _root.add_child(_change_pw_btn) _exit_btn = _create_large_button("ExitButton", "关闭", Vector2(51, 381), func(): close()) _exit_btn.size = Vector2(74, 21) _root.add_child(_exit_btn) # 兼容字段(测试与移动端使用) _gold = Label.new() _gold.name = "Gold" _gold.visible = false _root.add_child(_gold) _page_label = Label.new() _page_label.name = "PageLabel" _page_label.visible = false _root.add_child(_page_label) _status = Label.new() _status.name = "Status" _status.visible = false _root.add_child(_status) _list = VBoxContainer.new() _list.name = "List" _list.visible = false _root.add_child(_list) # 移动端适配容器 _mobile_inventory_title = Label.new() _mobile_inventory_title.text = "背包候选 · 点按存入" _mobile_inventory_title.position = Vector2(350, 48) _mobile_inventory_title.visible = false _root.add_child(_mobile_inventory_title) _mobile_inventory_scroll = ScrollContainer.new() _mobile_inventory_scroll.position = Vector2(350, 76) _mobile_inventory_scroll.size = Vector2(326, 292) _mobile_inventory_scroll.visible = false _root.add_child(_mobile_inventory_scroll) _mobile_inventory_list = VBoxContainer.new() _mobile_inventory_list.add_theme_constant_override("separation", 6) _mobile_inventory_scroll.add_child(_mobile_inventory_list) _select_page(0) _apply_mobile_layout() func _create_large_button(btn_name: String, text: String, pos: Vector2, on_click: Callable) -> Button: var btn := Button.new() btn.name = btn_name btn.text = text btn.position = pos btn.size = Vector2(74, 22) btn.custom_minimum_size = Vector2(74, 22) btn.add_theme_font_size_override("font_size", 11) var t1 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_01.sub") var t2 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_02.sub") var t3 := UiAssets.load_tex(_assets_root, "ETC/ymir work/ui/public/large_button_03.sub") if t1: var sb1 := StyleBoxTexture.new(); sb1.texture = t1 btn.add_theme_stylebox_override("normal", sb1) if t2: var sb2 := StyleBoxTexture.new(); sb2.texture = t2 btn.add_theme_stylebox_override("hover", sb2) if t3: var sb3 := StyleBoxTexture.new(); sb3.texture = t3 btn.add_theme_stylebox_override("pressed", sb3) btn.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND btn.pressed.connect(on_click) return btn