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