252 lines
8.0 KiB
GDScript
252 lines
8.0 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 → interface.OpenHelpWindow(help_ui.gd,§8.3)
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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 HelpUI = preload("res://ui/help_ui.gd")
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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 help_ui: Node # HelpUI(§8.3)—— 未注入时 _ensure_help() 懒建
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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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var _mobile_mode := false
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var _mobile_root: Control
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var _mobile_buttons: Dictionary = {}
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const MOBILE_SIZE := Vector2(700, 330)
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func setup(ui_manager: CanvasLayer, m2client: Node, assets := "",
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sys_opt: Node = null, game_opt: Node = null, help_win: 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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help_ui = help_win
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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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if _mobile_mode:
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return _mobile_root != null and is_instance_valid(_mobile_root)
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return not _win.is_empty() and is_instance_valid(_win.get("root"))
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func set_mobile_mode(enabled: bool) -> void:
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if enabled != _mobile_mode and is_open():
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close()
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_mobile_mode = enabled
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if is_instance_valid(help_ui) and help_ui.has_method("set_mobile_mode"):
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help_ui.set_mobile_mode(enabled)
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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 _mobile_mode:
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var root := _mobile_root
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_mobile_root = null
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_mobile_buttons.clear()
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if root and is_instance_valid(root) and ui:
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ui.close(root)
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return
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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 _mobile_mode:
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_open_mobile()
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return
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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 _open_mobile() -> void:
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if is_open():
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return
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_mobile_root = Control.new()
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_mobile_root.name = "MobileSystemMenuWindow"
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_mobile_root.size = MOBILE_SIZE
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_mobile_root.set_meta("mobile_title", "系统菜单")
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_mobile_root.mouse_filter = Control.MOUSE_FILTER_STOP
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var panel := Panel.new()
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panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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panel.add_theme_stylebox_override("panel", _mobile_panel_style())
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_mobile_root.add_child(panel)
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var hint := Label.new()
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hint.text = "账户、设置和帮助"
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hint.position = Vector2(22, 52)
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hint.size = Vector2(640, 24)
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hint.add_theme_font_size_override("font_size", 13)
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hint.add_theme_color_override("font_color", Color(0.68, 0.78, 0.92))
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_mobile_root.add_child(hint)
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var grid := GridContainer.new()
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grid.name = "MobileSystemActions"
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grid.columns = 2
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grid.position = Vector2(22, 82)
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grid.size = Vector2(656, 174)
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grid.add_theme_constant_override("h_separation", 12)
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grid.add_theme_constant_override("v_separation", 8)
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_mobile_root.add_child(grid)
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for action in ["帮助", "商城", "系统设置", "游戏设置", "选择角色", "登出"]:
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var button := Button.new()
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button.name = "MobileAction_%s" % action
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button.text = String(action)
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button.custom_minimum_size = Vector2(322, 48)
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button.add_theme_font_size_override("font_size", 14)
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var selected := String(action)
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button.pressed.connect(func(): _mobile_action(selected))
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_mobile_buttons[selected] = button
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grid.add_child(button)
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var exit := Button.new()
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exit.name = "MobileExitButton"
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exit.text = "退出游戏"
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exit.position = Vector2(22, 272)
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exit.size = Vector2(154, 42)
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exit.add_theme_font_size_override("font_size", 13)
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exit.pressed.connect(func(): _mobile_action("退出游戏"))
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_mobile_buttons["退出游戏"] = exit
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_mobile_root.add_child(exit)
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var cancel := Button.new()
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cancel.name = "MobileCancelButton"
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cancel.text = "取消"
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cancel.position = Vector2(524, 272)
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cancel.size = Vector2(154, 42)
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cancel.add_theme_font_size_override("font_size", 13)
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cancel.pressed.connect(close)
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_mobile_buttons["取消"] = cancel
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_mobile_root.add_child(cancel)
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ui.open(_mobile_root, true)
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func _mobile_action(action: String) -> void:
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match action:
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"帮助":
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close()
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open_help()
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"商城":
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_send_and_close("/in_game_mall")
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"系统设置":
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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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"游戏设置":
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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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"选择角色": _send_and_close("/phase_select")
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"登出": _send_and_close("/logout")
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"退出游戏": get_tree().quit()
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func _send_and_close(command: String) -> void:
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if client and client.has_method("say"):
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client.say(0, command)
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close()
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func _mobile_panel_style() -> StyleBoxFlat:
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var style := StyleBoxFlat.new()
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style.bg_color = Color(0.04, 0.065, 0.1, 0.98)
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style.border_color = Color(0.52, 0.68, 0.9, 0.86)
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style.set_border_width_all(1)
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style.set_corner_radius_all(10)
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style.shadow_color = Color(0, 0, 0, 0.45)
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style.shadow_size = 12
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return style
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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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# uisystem.py: self.interface.OpenHelpWindow()。未注入 help_ui 时懒建一个,
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# 复用本菜单的 ui / client / assets_root。
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func _ensure_help() -> Node:
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if not is_instance_valid(help_ui):
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help_ui = HelpUI.new()
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add_child(help_ui)
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help_ui.setup(ui, client, assets_root)
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if help_ui.has_method("set_mobile_mode"):
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help_ui.set_mobile_mode(_mobile_mode)
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return help_ui
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func open_help() -> void:
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_ensure_help().open()
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func toggle_help() -> void:
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_ensure_help().toggle()
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func _wire() -> void:
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_btn("help_button", func():
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close()
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open_help())
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_btn("mall_button", func():
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_send_and_close("/in_game_mall"))
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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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_send_and_close("/phase_select"))
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_btn("logout_button", func():
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_send_and_close("/logout"))
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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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