# SystemMenuUI (P11) —— ESC 系统菜单(1:1 迁移 `assets/root/uisystem.py` `SystemDialog` # 的 `__LoadSystemMenu_Default`;布局走真 `assets/uiscript/uiscript/systemdialog.py`)。 # # var sm := preload("res://ui/system_menu_ui.gd").new() # add_child(sm) # sm.setup(ui_manager, m2client, assets_root, system_option_ui, game_option_ui) # sm.toggle() # ESC(无其它窗打开时) # # 按钮绑定逐字对照 uisystem.py: # help_button → interface.OpenHelpWindow(help_ui.gd,§8.3) # mall_button → net.SendChatPacket("/in_game_mall") # system_option_button → uiSystemOption.OptionDialog(system_option_ui) # game_option_button → uiGameOption.OptionDialog(game_option_ui) # change_button → net.ExitGame() = SendChatPacket("/phase_select") # logout_button → net.LogOutGame() = SendChatPacket("/logout") # exit_button → net.ExitApplication() = 退出进程 # cancel_button / 标题栏 → 关闭 extends Node const HelpUI = preload("res://ui/help_ui.gd") const LABELS := { "help_button": "帮助", "mall_button": "商城", "system_option_button": "系统设置", "game_option_button": "游戏设置", "change_button": "选择角色", "logout_button": "登出", "exit_button": "退出游戏", "cancel_button": "取消", } var ui: CanvasLayer var client: Node var assets_root := "" var uiscript_dir := "" var system_option_ui: Node var game_option_ui: Node var help_ui: Node # HelpUI(§8.3)—— 未注入时 _ensure_help() 懒建 var toast: Callable = Callable() # 可选:func(msg: String) 显示提示 var _win: Dictionary = {} func setup(ui_manager: CanvasLayer, m2client: Node, assets := "", sys_opt: Node = null, game_opt: Node = null, help_win: Node = null) -> void: ui = ui_manager client = m2client system_option_ui = sys_opt game_option_ui = game_opt help_ui = help_win assets_root = assets if assets_root == "" and ui and "assets_root" in ui: assets_root = ui.assets_root uiscript_dir = assets_root.path_join("uiscript/uiscript") if not DirAccess.dir_exists_absolute(uiscript_dir): uiscript_dir = assets_root.path_join("uiscript") func is_open() -> bool: return not _win.is_empty() and is_instance_valid(_win.get("root")) func toggle() -> void: if is_open(): close() else: open() func close() -> void: if is_open(): ui.close(_win["root"]) _win = {} func open() -> void: if is_open(): return var path := uiscript_dir.path_join("systemdialog.py") if not FileAccess.file_exists(path): push_warning("SystemMenuUI: no systemdialog.py at " + path) return _win = ui.open_script(path, assets_root, true) # modal if not is_open(): return _relabel() _wire() func _node(nm: String) -> Control: if _win.is_empty(): return null var n = _win.get("nodes", {}).get(nm, null) return n if n is Control else null func _relabel() -> void: for nm in LABELS: var n := _node(nm) if n and n.has_method("set_text"): n.set_text(LABELS[nm]) func _btn(nm: String, cb: Callable) -> void: var b := _node(nm) if b is BaseButton: b.pressed.connect(cb) # uisystem.py: self.interface.OpenHelpWindow()。未注入 help_ui 时懒建一个, # 复用本菜单的 ui / client / assets_root。 func _ensure_help() -> Node: if not is_instance_valid(help_ui): help_ui = HelpUI.new() add_child(help_ui) help_ui.setup(ui, client, assets_root) return help_ui func open_help() -> void: _ensure_help().open() func toggle_help() -> void: _ensure_help().toggle() func _wire() -> void: _btn("help_button", func(): close() open_help()) _btn("mall_button", func(): if client and client.has_method("say"): client.say(0, "/in_game_mall") # net.SendChatPacket("/in_game_mall") close()) _btn("system_option_button", func(): close() if system_option_ui and system_option_ui.has_method("open"): system_option_ui.open()) _btn("game_option_button", func(): close() if game_option_ui and game_option_ui.has_method("open"): game_option_ui.open()) _btn("change_button", func(): if client and client.has_method("say"): client.say(0, "/phase_select") # net.ExitGame() close()) _btn("logout_button", func(): if client and client.has_method("say"): client.say(0, "/logout") # net.LogOutGame() close()) _btn("exit_button", func(): get_tree().quit()) _btn("cancel_button", close) var board := _node("board") if board: for x in board.find_children("*", "BaseButton", true, false): if x.get_meta("is_titlebar", false): x.pressed.connect(close)