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mtgodot-poc/project/ui/char_status_ui.gd
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# CharStatusUI (P11) —— 角色状态窗(1:1 迁移 `assets/root/uicharacter.py` 的 STATUS 页)。
#
# var cs := preload("res://ui/char_status_ui.gd").new()
# add_child(cs)
# cs.setup(ui_manager, m2client)
# cs.toggle() # V 键
#
# 布局直接走 `assets/uiscript/uiscript/characterwindow.py`UiScript → UiBuild),
# 数值绑定逐字对照 uicharacter.py.RefreshStatus
# Level/Exp/RestExp、HP/SP、STR/DEX/HTH/INT、ATT/DEF、MATT/MDEF、ASPD/MSPD/CSPD/ER。
# 加点:HTH/INT/STR/DEX 的 / 按钮发聊天命令 `/stat ht` `/stat- ht`(与原客户端
# `statusPlusCommandDict` 完全一致)。points_changed 信号来时刷新。
#
# 技能 / 表情 / 任务三页只做页签切换(保留 uiscript 静态布局),实际数据在各自
# 的专用窗(SkillUI / QuestLog)里。
extends Node
const UiScript = preload("res://ui/uiscript.gd")
const UiBuild = preload("res://ui/ui_build.gd")
const UiAssets = preload("res://ui/ui_assets.gd")
const MobileTouchButton = preload("res://ui/mobile/mobile_touch_button.gd")
# --- EPointTypesm2dev Packet.h),只列本窗要用的 ---
const P_LEVEL := 1
const P_EXP := 3
const P_NEXT_EXP := 4
const P_HP := 5
const P_MAX_HP := 6
const P_SP := 7
const P_MAX_SP := 8
const P_ST := 12 # 근력 STR
const P_HT := 13 # 체력 HTH
const P_DX := 14 # 민첩 DEX
const P_IQ := 15 # 정신 INT
const P_ATT_POWER := 16
const P_ATT_SPEED := 17
const P_EVADE_RATE := 18
const P_MOV_SPEED := 19
const P_DEF_GRADE := 20
const P_CASTING_SPEED := 21
const P_MAGIC_ATT_GRADE := 22
const P_MAGIC_DEF_GRADE := 23
const P_STAT := 26 # 남은 능력치 포인트
const P_MIN_ATK := 29
const P_MAX_ATK := 30
const P_PARTY_ATT_GRADE := 91 # player.ATTACKER_BONUS
const P_ATT_GRADE_BONUS := 95 # player.ATT_BONUS
const P_DEF_GRADE_BONUS := 96 # player.DEF_BONUS
const P_MIN_MAGIC_WEP := 202
const P_MAX_MAGIC_WEP := 203
# uicharacter.py statusPlusCommandDict / statusMinusCommandDict
const PLUS_CMD := {"HTH": "/stat ht", "INT": "/stat iq", "STR": "/stat st", "DEX": "/stat dx"}
const MINUS_CMD := {"HTH": "/stat- ht", "INT": "/stat- iq", "STR": "/stat- st", "DEX": "/stat- dx"}
const STATES := ["STATUS", "SKILL", "EMOTICON", "QUEST"]
const PAGE := {"STATUS": "Character_Page", "SKILL": "Skill_Page", "EMOTICON": "Emoticon_Page", "QUEST": "Quest_Page"}
const TITLEBAR := {"STATUS": "Character_TitleBar", "SKILL": "Skill_TitleBar", "EMOTICON": "Emoticon_TitleBar", "QUEST": "Quest_TitleBar"}
const TAB_BUTTON := {"STATUS": "Tab_Button_01", "SKILL": "Tab_Button_02", "EMOTICON": "Tab_Button_03", "QUEST": "Tab_Button_04"}
const FACE_BY_JOB := ["face_warrior", "face_assassin", "face_sura", "face_shaman"]
var ui: CanvasLayer # UiManager
var client: Node # M2Client
var assets_root := ""
var uiscript_dir := ""
var _win: Dictionary = {} # { root, nodes }
var _state := "STATUS"
var _mobile_mode := false
var _mobile_root: Control
var _mobile_status_page: Control
var _mobile_emote_page: Control
var _mobile_labels := {}
var _mobile_stats := {}
var _mobile_equipment_labels: Array[Label] = []
var _mobile_hint: Label
func setup(ui_manager: CanvasLayer, m2client: Node, assets := "") -> void:
ui = ui_manager
client = m2client
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")
if client and client.has_signal("points_changed"):
client.points_changed.connect(_on_points_changed)
if client and client.has_signal("entity_main_set"):
client.entity_main_set.connect(func(_v): if is_open(): _refresh())
func set_mobile_mode(enabled: bool) -> void:
if not enabled and _mobile_root != null:
var old_mode := _mobile_mode
_mobile_mode = true
close()
_mobile_mode = old_mode
_mobile_mode = enabled
# --- open / close -----------------------------------------------------
func is_open() -> bool:
if _mobile_mode:
return _mobile_root != null and is_instance_valid(_mobile_root)
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 _mobile_mode:
if _mobile_root and is_instance_valid(_mobile_root) and ui:
ui.close(_mobile_root)
_mobile_root = null
_mobile_status_page = null
_mobile_emote_page = null
_mobile_labels.clear()
_mobile_stats.clear()
_mobile_equipment_labels.clear()
return
if is_open():
ui.close(_win["root"])
_win = {}
func open(state := "") -> void:
if state != "" and state in STATES:
_state = state
if _mobile_mode:
_open_mobile()
return
if is_open():
_set_state(_state)
_refresh()
return
var path := uiscript_dir.path_join("characterwindow.py")
if not FileAccess.file_exists(path):
push_warning("CharStatusUI: no characterwindow.py at " + path)
return
_win = ui.open_script(path, assets_root)
if not is_open():
return
_wire_tabs()
_wire_stat_buttons()
_set_state(_state)
_refresh()
func _open_mobile() -> void:
if is_open():
_mobile_set_state(_state)
_refresh_mobile()
return
_mobile_root = Control.new()
_mobile_root.name = "MobileCharacterWindow"
_mobile_root.size = Vector2(760, 340)
_mobile_root.set_meta("mobile_title", "角色")
_mobile_root.mouse_filter = Control.MOUSE_FILTER_STOP
_build_mobile_view()
ui.open(_mobile_root)
_mobile_set_state(_state)
_refresh_mobile()
func _build_mobile_view() -> void:
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
panel.add_theme_stylebox_override("panel", _mobile_panel_style())
_mobile_root.add_child(panel)
var tabs := HBoxContainer.new()
tabs.position = Vector2(14, 48)
tabs.size = Vector2(250, 38)
tabs.add_theme_constant_override("separation", 6)
_mobile_root.add_child(tabs)
var status_tab := MobileTouchButton.new()
status_tab.setup("属性 / 装备", Color(0.65, 0.78, 0.98, 0.95))
status_tab.set_rect_style()
status_tab.custom_minimum_size = Vector2(118, 36)
status_tab.size = Vector2(118, 36)
status_tab.pressed.connect(func(): _mobile_set_state("STATUS"))
tabs.add_child(status_tab)
var emote_tab := MobileTouchButton.new()
emote_tab.setup("表情", Color(0.65, 0.78, 0.98, 0.95))
emote_tab.set_rect_style()
emote_tab.custom_minimum_size = Vector2(86, 36)
emote_tab.size = Vector2(86, 36)
emote_tab.pressed.connect(func(): _mobile_set_state("EMOTICON"))
tabs.add_child(emote_tab)
_mobile_status_page = Control.new()
_mobile_status_page.name = "StatusPage"
_mobile_status_page.position = Vector2(14, 92)
_mobile_status_page.size = Vector2(732, 236)
_mobile_root.add_child(_mobile_status_page)
_build_mobile_profile()
_build_mobile_stats()
_build_mobile_equipment()
_mobile_emote_page = Control.new()
_mobile_emote_page.name = "EmotePage"
_mobile_emote_page.position = Vector2(14, 92)
_mobile_emote_page.size = Vector2(732, 236)
_mobile_root.add_child(_mobile_emote_page)
_build_mobile_emotes()
func _build_mobile_profile() -> void:
var profile := Panel.new()
profile.position = Vector2(0, 0)
profile.size = Vector2(190, 236)
profile.add_theme_stylebox_override("panel", _mobile_panel_style(Color(0.035, 0.055, 0.09, 0.94), Color(0.28, 0.5, 0.78, 0.72)))
_mobile_status_page.add_child(profile)
var title := Label.new()
title.text = "角色信息"
title.position = Vector2(12, 10)
title.add_theme_font_size_override("font_size", 14)
title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
profile.add_child(title)
for data in [["name", "角色"], ["guild", "公会"], ["level", "等级"], ["exp", "经验"], ["hp", "生命"], ["sp", "法力"]]:
var row := HBoxContainer.new()
row.position = Vector2(12, 38 + _mobile_labels.size() * 29)
row.size = Vector2(166, 24)
var caption := Label.new()
caption.text = String(data[1])
caption.custom_minimum_size = Vector2(44, 22)
caption.add_theme_font_size_override("font_size", 11)
row.add_child(caption)
var value := Label.new()
value.name = String(data[0])
value.size_flags_horizontal = Control.SIZE_EXPAND_FILL
value.add_theme_font_size_override("font_size", 11)
value.add_theme_color_override("font_color", Color(0.82, 0.9, 1.0))
row.add_child(value)
profile.add_child(row)
_mobile_labels[String(data[0])] = value
func _build_mobile_stats() -> void:
var stats := Panel.new()
stats.position = Vector2(200, 0)
stats.size = Vector2(270, 236)
stats.add_theme_stylebox_override("panel", _mobile_panel_style(Color(0.035, 0.055, 0.09, 0.94), Color(0.28, 0.5, 0.78, 0.72)))
_mobile_status_page.add_child(stats)
var title := Label.new()
title.text = "属性"
title.position = Vector2(12, 10)
title.add_theme_font_size_override("font_size", 14)
title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
stats.add_child(title)
var points := Label.new()
points.name = "stat_points"
points.position = Vector2(146, 10)
points.size = Vector2(110, 22)
points.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
points.add_theme_font_size_override("font_size", 11)
points.add_theme_color_override("font_color", Color(0.96, 0.78, 0.35))
stats.add_child(points)
_mobile_labels["stat_points"] = points
for i in 4:
var key: String = ["STR", "HTH", "DEX", "INT"][i]
var row := HBoxContainer.new()
row.position = Vector2(12 + (i % 2) * 128, 44 + (i / 2) * 58)
row.size = Vector2(118, 48)
var caption := Label.new()
caption.text = key
caption.custom_minimum_size = Vector2(34, 42)
caption.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
caption.add_theme_font_size_override("font_size", 12)
row.add_child(caption)
var value := Label.new()
value.name = "value"
value.custom_minimum_size = Vector2(34, 42)
value.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
value.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
value.add_theme_font_size_override("font_size", 13)
row.add_child(value)
var minus := MobileTouchButton.new()
minus.setup("", Color(0.72, 0.74, 0.82, 0.9))
minus.set_rect_style()
minus.custom_minimum_size = Vector2(24, 42)
minus.size = Vector2(24, 42)
minus.pressed.connect(func(): _send_stat(MINUS_CMD[key]))
row.add_child(minus)
var plus := MobileTouchButton.new()
plus.setup("", Color(0.95, 0.72, 0.3, 0.95))
plus.set_rect_style()
plus.custom_minimum_size = Vector2(24, 42)
plus.size = Vector2(24, 42)
plus.pressed.connect(func(): _send_stat(PLUS_CMD[key]))
row.add_child(plus)
stats.add_child(row)
_mobile_stats[key] = {"value": value, "minus": minus, "plus": plus}
var hint := Label.new()
hint.text = "分配属性点会通过服务器确认"
hint.position = Vector2(12, 174)
hint.size = Vector2(245, 40)
hint.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
hint.add_theme_font_size_override("font_size", 10)
hint.add_theme_color_override("font_color", Color(0.62, 0.72, 0.84))
stats.add_child(hint)
func _build_mobile_equipment() -> void:
var equipment := Panel.new()
equipment.position = Vector2(480, 0)
equipment.size = Vector2(252, 236)
equipment.add_theme_stylebox_override("panel", _mobile_panel_style(Color(0.035, 0.055, 0.09, 0.94), Color(0.28, 0.5, 0.78, 0.72)))
_mobile_status_page.add_child(equipment)
var title := Label.new()
title.text = "装备"
title.position = Vector2(12, 10)
title.add_theme_font_size_override("font_size", 14)
title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
equipment.add_child(title)
var grid := GridContainer.new()
grid.name = "equipment_grid"
grid.columns = 4
grid.position = Vector2(10, 38)
grid.size = Vector2(232, 188)
grid.add_theme_constant_override("h_separation", 5)
grid.add_theme_constant_override("v_separation", 5)
equipment.add_child(grid)
for i in 24:
var slot := Panel.new()
slot.custom_minimum_size = Vector2(53, 36)
var style := StyleBoxFlat.new()
style.bg_color = Color(0.08, 0.11, 0.17, 0.95)
style.border_color = Color(0.32, 0.45, 0.62, 0.8)
style.set_border_width_all(1)
style.set_corner_radius_all(4)
slot.add_theme_stylebox_override("panel", style)
var value := Label.new()
value.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
value.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
value.set_anchors_preset(Control.PRESET_FULL_RECT)
value.add_theme_font_size_override("font_size", 9)
value.text = str(i + 1)
value.mouse_filter = Control.MOUSE_FILTER_IGNORE
slot.add_child(value)
grid.add_child(slot)
_mobile_equipment_labels.append(value)
func _build_mobile_emotes() -> void:
var title := Label.new()
title.text = "点击发送表情"
title.position = Vector2(8, 8)
title.add_theme_font_size_override("font_size", 14)
title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
_mobile_emote_page.add_child(title)
var grid := GridContainer.new()
grid.position = Vector2(8, 42)
grid.columns = 5
grid.add_theme_constant_override("h_separation", 8)
grid.add_theme_constant_override("v_separation", 8)
_mobile_emote_page.add_child(grid)
for i in 9:
var button := MobileTouchButton.new()
button.setup("表情 %d" % (i + 1), Color(0.45, 0.7, 0.95, 0.92))
button.set_rect_style()
button.custom_minimum_size = Vector2(112, 52)
button.size = Vector2(112, 52)
var emote_id := i + 1
button.pressed.connect(func():
if client and client.has_method("send_emoticon"):
client.send_emoticon(emote_id)
if _mobile_hint: _mobile_hint.text = "已发送表情 %d" % emote_id)
grid.add_child(button)
_mobile_hint = Label.new()
_mobile_hint.position = Vector2(8, 192)
_mobile_hint.size = Vector2(500, 28)
_mobile_hint.add_theme_font_size_override("font_size", 11)
_mobile_hint.add_theme_color_override("font_color", Color(0.7, 0.8, 0.94))
_mobile_emote_page.add_child(_mobile_hint)
func _mobile_set_state(state: String) -> void:
if state in STATES:
_state = state
if _mobile_status_page:
_mobile_status_page.visible = _state != "EMOTICON"
if _mobile_emote_page:
_mobile_emote_page.visible = _state == "EMOTICON"
func _refresh_mobile() -> void:
if not is_open() or client == null:
return
var pd: Dictionary = client.get_points() if client.has_method("get_points") else {}
var pts: Array = pd.get("points", [])
var get := func(i: int) -> int: return int(pts[i]) if i >= 0 and i < pts.size() else 0
_mobile_set_label("level", "Lv %d" % int(pd.get("level", get.call(P_LEVEL))))
_mobile_set_label("exp", "%d / %d" % [_u32(int(pd.get("exp", get.call(P_EXP)))), _u32(int(pd.get("next_exp", get.call(P_NEXT_EXP))))])
_mobile_set_label("hp", "%d / %d" % [int(pd.get("hp", get.call(P_HP))), int(pd.get("max_hp", get.call(P_MAX_HP)))])
_mobile_set_label("sp", "%d / %d" % [int(pd.get("sp", get.call(P_SP))), int(pd.get("max_sp", get.call(P_MAX_SP)))])
var vid := int(client.get_main_vid()) if client.has_method("get_main_vid") else 0
var ent: Dictionary = client.get_entity(vid) if vid != 0 and client.has_method("get_entity") else {}
_mobile_set_label("name", String(ent.get("name", "冒险者")))
var guild_id := int(ent.get("guild", 0))
var guild_name := String(client.get_guild_name(guild_id)) if guild_id != 0 and client.has_method("get_guild_name") else "无"
_mobile_set_label("guild", guild_name if guild_name != "" else "无")
_mobile_set_label("stat_points", "可用点数:%d" % max(0, get.call(P_STAT)))
for key in _mobile_stats:
var source: int = int({"STR": P_ST, "HTH": P_HT, "DEX": P_DX, "INT": P_IQ}.get(key, 0))
_mobile_stats[key]["value"].text = str(get.call(int(source)))
_mobile_stats[key]["plus"].visible = get.call(P_STAT) > 0
_mobile_stats[key]["minus"].visible = get.call(P_STAT) > 0
var equipment: Array = client.get_equipment() if client.has_method("get_equipment") else []
for i in _mobile_equipment_labels.size():
var item: Dictionary = equipment[i] if i < equipment.size() else {}
var vnum := int(item.get("vnum", 0))
_mobile_equipment_labels[i].text = ("#%d" % vnum) if vnum != 0 else str(i + 1)
func _mobile_set_label(key: String, value: String) -> void:
if _mobile_labels.has(key) and is_instance_valid(_mobile_labels[key]):
_mobile_labels[key].text = value
func _mobile_panel_style(bg := Color(0.045, 0.065, 0.1, 0.96), border := Color(0.52, 0.68, 0.9, 0.82)) -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = bg
style.border_color = border
style.set_border_width_all(1)
style.set_corner_radius_all(8)
return style
func _node(nm: String) -> Control:
if _win.is_empty():
return null
var nodes: Dictionary = _win.get("nodes", {})
var n = nodes.get(nm, null)
return n if n is Control else null
# --- tab switching (uicharacter.py.SetState) -------------------------
func _wire_tabs() -> void:
for st: String in STATES:
var key := st
var btn := _node(TAB_BUTTON[key])
if btn is BaseButton:
btn.pressed.connect(func(): _set_state(key))
func _set_state(state: String) -> void:
if not state in STATES:
return
_state = state
for st: String in STATES:
var on := (st == state)
var page := _node(PAGE[st])
if page:
page.visible = on
var bar := _node(TITLEBAR[st])
if bar:
bar.visible = on
var btn := _node(TAB_BUTTON[st])
if btn is BaseButton and btn.toggle_mode:
btn.set_pressed_no_signal(on)
# --- stat +/- buttons ----------------------------------------------------
func _wire_stat_buttons() -> void:
for key: String in PLUS_CMD:
var pb := _node(key + "_Plus")
if pb is BaseButton:
var cmd: String = PLUS_CMD[key]
pb.pressed.connect(func(): _send_stat(cmd))
var mb := _node(key + "_Minus")
if mb is BaseButton:
var mcmd: String = MINUS_CMD[key]
mb.pressed.connect(func(): _send_stat(mcmd))
func _send_stat(cmd: String) -> void:
if client and client.has_method("say"):
client.say(0, cmd) # CHAT_TYPE_TALKING —— 与 net.SendChatPacket 一致
# --- value binding (uicharacter.py.RefreshStatus) ----------------------
func _on_points_changed(_pts: Dictionary) -> void:
if is_open():
_refresh()
func _u32(v: int) -> int:
return v & 0xFFFFFFFF
func _refresh() -> void:
if not is_open() or client == null:
return
var pd: Dictionary = client.get_points() if client.has_method("get_points") else {}
if pd.is_empty():
return
var pts: Array = pd.get("points", [])
var get := func(i: int) -> int:
return int(pts[i]) if i >= 0 and i < pts.size() else 0
_set_text("Level_Value", str(get.call(P_LEVEL)))
_set_text("Exp_Value", str(_u32(int(pd.get("exp", get.call(P_EXP))))))
var rest_exp := _u32(int(pd.get("next_exp", get.call(P_NEXT_EXP)))) - _u32(int(pd.get("exp", get.call(P_EXP))))
_set_text("RestExp_Value", str(rest_exp))
var hp := int(pd.get("hp", get.call(P_HP)))
var max_hp := int(pd.get("max_hp", get.call(P_MAX_HP)))
var sp := int(pd.get("sp", get.call(P_SP)))
var max_sp := int(pd.get("max_sp", get.call(P_MAX_SP)))
_set_text("HP_Value", "%d/%d" % [hp, max_hp])
_set_text("SP_Value", "%d/%d" % [sp, max_sp])
_set_text("STR_Value", str(get.call(P_ST)))
_set_text("DEX_Value", str(get.call(P_DX)))
_set_text("HTH_Value", str(get.call(P_HT)))
_set_text("INT_Value", str(get.call(P_IQ)))
_set_text("ATT_Value", _att_text(get))
_set_text("DEF_Value", _def_text(get))
_set_text("MATT_Value", _matt_text(get))
_set_text("MDEF_Value", str(get.call(P_MAGIC_DEF_GRADE)))
_set_text("ASPD_Value", str(get.call(P_ATT_SPEED)))
_set_text("MSPD_Value", str(get.call(P_MOV_SPEED)))
_set_text("CSPD_Value", str(get.call(P_CASTING_SPEED)))
_set_text("ER_Value", str(get.call(P_EVADE_RATE)))
_refresh_stat_points(get.call(P_STAT))
_refresh_identity()
# uicharacter.__GetTotalAtkText: (min|max) + ATT_BONUS + ATTACKER_BONUS
func _att_text(get: Callable) -> String:
var lo := int(get.call(P_MIN_ATK))
var hi := int(get.call(P_MAX_ATK))
var bonus := int(get.call(P_ATT_GRADE_BONUS)) + int(get.call(P_PARTY_ATT_GRADE))
if lo == 0 and hi == 0:
# 服务器未下发 MIN/MAX_ATK 时退回等效攻击力(原客户端此处会显示 0)
var eff := int(get.call(P_ATT_POWER)) + bonus
return str(eff)
if lo == hi:
return str(lo + bonus)
return "%d-%d" % [lo + bonus, hi + bonus]
# uicharacter.__GetTotalDefText: DEF_GRADE (+ DEF_BONUS if ADD_DEF_BONUS_ENABLE)
func _def_text(get: Callable) -> String:
var d := int(get.call(P_DEF_GRADE))
var db := int(get.call(P_DEF_GRADE_BONUS))
if db != 0:
d += db
return str(d)
# uicharacter.__GetTotalMagAtkText: MAG_ATT + (MIN|MAX)_MAGIC_WEP
func _matt_text(get: Callable) -> String:
var base := int(get.call(P_MAGIC_ATT_GRADE))
var lo := base + int(get.call(P_MIN_MAGIC_WEP))
var hi := base + int(get.call(P_MAX_MAGIC_WEP))
if lo == hi:
return str(lo)
return "%d-%d" % [lo, hi]
# uicharacter.__RefreshStatusPlusButtonList
func _refresh_stat_points(stat_points: int) -> void:
_set_text("Status_Plus_Value", str(max(0, stat_points)))
var lbl := _node("Status_Plus_Label")
if lbl:
lbl.visible = stat_points > 0
for key: String in PLUS_CMD:
var pb := _node(key + "_Plus")
if pb:
pb.visible = stat_points > 0
func _refresh_identity() -> void:
var vid := int(client.get_main_vid()) if client.has_method("get_main_vid") else 0
var ent: Dictionary = client.get_entity(vid) if (vid != 0 and client.has_method("get_entity")) else {}
_set_text("Character_Name", String(ent.get("name", "")))
var guild_id := int(ent.get("guild", 0))
var guild_name := ""
if guild_id != 0 and client.has_method("get_guild_name"):
guild_name = String(client.get_guild_name(guild_id))
_set_text("Guild_Name", guild_name)
# 职业头像:race % 4 -> warrior/assassin/sura/shaman
var face := _node("Face_Image")
if face is TextureRect:
var job := int(ent.get("race", 0)) % 4
var tex := UiAssets.load_tex(assets_root,
"d:/ymir work/ui/game/windows/%s.sub" % FACE_BY_JOB[job])
if tex:
face.texture = tex
func _set_text(nm: String, value: String) -> void:
var n := _node(nm)
if n == null:
return
if n is Label:
n.text = value
elif n is Button:
n.text = value
elif n.has_method("set_text"):
n.set_text(value)