Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
70 lines
2.6 KiB
GDScript
70 lines
2.6 KiB
GDScript
# UiKit —— 复用 `ETC/ymir work/ui/pattern/` 九宫格贴图构造控件。
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# 从 hud.gd 抽出,charselect.gd / login.gd 共用(用 preload 引入)。PARITY §6.1。
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extends RefCounted
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const PAT := "ETC/ymir work/ui/pattern/"
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static var _cache := {}
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static func ui_tex(assets: String, name: String) -> Texture2D:
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var key := assets + "|" + name
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if _cache.has(key):
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return _cache[key]
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var tex: Texture2D = null
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var cand := assets.path_join(PAT + name + ".tga")
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if not FileAccess.file_exists(cand):
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var da := DirAccess.open(assets)
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if da:
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for sub in da.get_directories():
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var p := assets.path_join(sub).path_join("ymir work/ui/pattern/" + name + ".tga")
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if FileAccess.file_exists(p):
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cand = p
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break
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if FileAccess.file_exists(cand):
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var img := Image.new()
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if img.load(cand) == OK:
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tex = ImageTexture.create_from_image(img)
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_cache[key] = tex
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return tex
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# 4 角 + 4 边 + *_base 合成 atlas -> NinePatchRect。prefix = board | thinboard
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static func board(assets: String, prefix := "board", m := 32, base := 128) -> NinePatchRect:
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var total := m + base + m
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var atlas := Image.create_empty(total, total, false, Image.FORMAT_RGBA8)
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atlas.fill(Color(0, 0, 0, 0))
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var put := func(nm: String, x: int, y: int) -> void:
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var t := ui_tex(assets, nm)
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if t == null:
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return
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var im := t.get_image()
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im.convert(Image.FORMAT_RGBA8)
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atlas.blit_rect(im, Rect2i(Vector2i.ZERO, im.get_size()), Vector2i(x, y))
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put.call(prefix + "_corner_lefttop", 0, 0)
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put.call(prefix + "_corner_righttop", m + base, 0)
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put.call(prefix + "_corner_leftbottom", 0, m + base)
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put.call(prefix + "_corner_rightbottom", m + base, m + base)
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var edge := func(nm: String, r: Rect2i) -> void:
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var t := ui_tex(assets, nm)
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if t == null:
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return
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var im := t.get_image()
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im.convert(Image.FORMAT_RGBA8)
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im.resize(r.size.x, r.size.y, Image.INTERPOLATE_BILINEAR)
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atlas.blit_rect(im, Rect2i(Vector2i.ZERO, r.size), r.position)
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edge.call(prefix + "_line_top", Rect2i(m, 0, base, m))
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edge.call(prefix + "_line_bottom", Rect2i(m, m + base, base, m))
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edge.call(prefix + "_line_left", Rect2i(0, m, m, base))
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edge.call(prefix + "_line_right", Rect2i(m + base, m, m, base))
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var b := ui_tex(assets, prefix + "_base")
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if b:
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var bi := b.get_image()
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bi.convert(Image.FORMAT_RGBA8)
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bi.resize(base, base, Image.INTERPOLATE_BILINEAR)
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atlas.blit_rect(bi, Rect2i(Vector2i.ZERO, Vector2i(base, base)), Vector2i(m, m))
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var np := NinePatchRect.new()
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np.texture = ImageTexture.create_from_image(atlas)
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np.patch_margin_left = m
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np.patch_margin_right = m
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np.patch_margin_top = m
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np.patch_margin_bottom = m
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return np
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