425 lines
15 KiB
GDScript
425 lines
15 KiB
GDScript
# SkillUI (P6) —— 技能窗:主动 / 辅助(被动·支援) / 坐骑 三个分类页 + 等级 + 加点。
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#
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# var sk := preload("res://ui/skill_ui.gd").new()
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# add_child(sk)
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# sk.setup(m2client, skill_table, ui_manager)
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# sk.set_job("WARRIOR")
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# sk.toggle() # K 键
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#
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# 每行:名字 + Lv X(/M/G/P) + [+](被动 / CANNOT_LEVEL_UP 无加点)+ [被动]/[切换] 标签。
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# 点名字 -> drag_skill_id(quickbar 落点读)。`skills_changed` 刷新。
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# §3.10:[+] 的显隐逐行对齐 uicharacter.py RefreshSkillPlusButtonList /
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# __RefreshSkillPlusButton / CanShowPlusButton —— 技能组门(get_skill_group()==0)、
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# 三个技能点来源分开取、skillGrade==0、马术页 skillLevel<20、主动页 CanLevelUpSkill、
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# 辅助页 HIDE_SUPPORT_SKILL_POINT 整页隐藏。升级结果仍由 GC_SKILL_LEVEL 回包驱动。
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extends Node
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const MobileTouchButton = preload("res://ui/mobile/mobile_touch_button.gd")
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const TABS := ["主动", "辅助", "坐骑"]
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const MASTER_SUFFIX := ["", " M", " G", " P"] # master_type 0..3
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# uicharacter.py:21 HIDE_SUPPORT_SKILL_POINT —— 本 migration 资源为 True,辅助页整页不出加号。
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const HIDE_SUPPORT_SKILL_POINT := true
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# uicharacter.py __RefreshSkillPlusButton 的 HORSE 分支硬编码 `if skillLevel < 20`。
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const RIDING_SKILL_MAX_LEVEL := 20
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var client: Node
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var table: RefCounted # SkillTable
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var ui: CanvasLayer # UiManager
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var job := "WARRIOR"
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var drag_skill_id := 0
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var _tab := 0
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var _mobile_mode := false
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var _mobile_quickbar: Node
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var _mobile_hint: Label
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var _mobile_drop_slots: Array[MobileTouchButton] = []
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var _mobile_drag_quickbar_slot := -1
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var _win: Control
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var _rows := {} # skill_id -> {lv, up}
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func setup(m2client: Node, skill_table: RefCounted, ui_manager: CanvasLayer) -> void:
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client = m2client
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table = skill_table
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ui = ui_manager
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if client.has_signal("skills_changed"):
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client.skills_changed.connect(refresh)
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func set_job(j: String) -> void:
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job = j
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if is_open():
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_rebuild()
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func set_mobile_mode(enabled: bool) -> void:
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_mobile_mode = enabled
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if _mobile_mode and _win:
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close()
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func set_mobile_quickbar(quickbar: Node) -> void:
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_mobile_quickbar = quickbar
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_refresh_mobile_quickbar_targets()
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func is_open() -> bool:
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return _win != null and is_instance_valid(_win)
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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)
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_win = null
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_rows.clear()
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_mobile_drop_slots.clear()
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_mobile_drag_quickbar_slot = -1
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func _cat_key() -> String:
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match _tab:
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1: return "SUPPORT"
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2: return "HORSE"
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_: return job
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func open() -> void:
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if is_open() or table == null:
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return
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_win = Control.new()
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_win.name = "MobileSkillWindow" if _mobile_mode else "SkillWindow"
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if _mobile_mode:
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_win.set_anchors_preset(Control.PRESET_TOP_LEFT)
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_win.position = Vector2.ZERO
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_win.size = Vector2(760, 340)
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_win.set_meta("mobile_title", "技能")
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else:
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_win.set_anchors_preset(Control.PRESET_CENTER_RIGHT)
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_win.position = Vector2(-300, -240)
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_win.size = Vector2(290, 470)
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_win.set_meta("is_titlebar", true)
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var panel := Panel.new()
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panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0.08, 0.09, 0.12, 0.95)
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sb.set_corner_radius_all(4)
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panel.add_theme_stylebox_override("panel", sb)
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_win.add_child(panel)
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var title := Label.new()
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title.text = "技能"
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title.position = Vector2(12, 8) if not _mobile_mode else Vector2(14, 48)
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title.visible = not _mobile_mode
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if _mobile_mode:
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title.add_theme_font_size_override("font_size", 15)
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_win.add_child(title)
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# 分类页签
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var tabrow := HBoxContainer.new()
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tabrow.name = "tabs"
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tabrow.position = Vector2(10, 30) if not _mobile_mode else Vector2(14, 48)
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if _mobile_mode:
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tabrow.size = Vector2(360, 40)
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tabrow.add_theme_constant_override("separation", 6)
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_win.add_child(tabrow)
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for i in TABS.size():
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var b := Button.new()
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b.text = TABS[i]
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b.toggle_mode = true
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b.button_pressed = (i == _tab)
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if _mobile_mode:
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b.custom_minimum_size = Vector2(110, 38)
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b.add_theme_font_size_override("font_size", 12)
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var ti: int = i
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b.pressed.connect(func(): _switch_tab(ti))
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tabrow.add_child(b)
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var vb := VBoxContainer.new()
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vb.name = "list"
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vb.position = Vector2(10, 60) if not _mobile_mode else Vector2(0, 0)
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vb.custom_minimum_size = Vector2(270, 0) if not _mobile_mode else Vector2(720, 0)
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vb.add_theme_constant_override("separation", 2)
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if _mobile_mode:
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var scroll := ScrollContainer.new()
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scroll.name = "SkillScroll"
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scroll.position = Vector2(14, 92)
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scroll.size = Vector2(732, 214)
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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scroll.mouse_filter = Control.MOUSE_FILTER_STOP
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scroll.add_child(vb)
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_win.add_child(scroll)
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_mobile_hint = Label.new()
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_mobile_hint.position = Vector2(14, 310)
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_mobile_hint.size = Vector2(720, 22)
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_mobile_hint.add_theme_font_size_override("font_size", 10)
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_mobile_hint.add_theme_color_override("font_color", Color(0.62, 0.72, 0.84))
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_mobile_hint.text = "可用点数与技能等级由服务器实时确认"
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_win.add_child(_mobile_hint)
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_build_mobile_quickbar_targets()
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else:
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_win.add_child(vb)
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ui.open(_win)
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_rebuild()
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func _switch_tab(i: int) -> void:
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_tab = i
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if is_open():
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var tabrow: HBoxContainer = _win.get_node("tabs")
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for j in tabrow.get_child_count():
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(tabrow.get_child(j) as Button).button_pressed = (j == i)
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_rebuild()
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func _rebuild() -> void:
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var vb: VBoxContainer = _win.get_node_or_null("list") as VBoxContainer
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if vb == null and _mobile_mode:
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vb = _win.get_node_or_null("SkillScroll/list") as VBoxContainer
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if vb == null:
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return
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for c in vb.get_children():
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c.queue_free()
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_rows.clear()
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var ids: Array = table.for_category(_cat_key())
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if ids.is_empty():
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var e := Label.new()
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e.text = "(无)"
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vb.add_child(e)
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return
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for id in ids:
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var row := HBoxContainer.new()
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row.custom_minimum_size = Vector2(720, 46) if _mobile_mode else Vector2(268, 26)
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var nm: Control
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if _mobile_mode:
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var skill_name := MobileTouchButton.new()
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skill_name.setup(table.name_of(id), Color(0.34, 0.58, 0.88, 0.88))
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skill_name.set_rect_style()
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skill_name.set_gesture_enabled(true)
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skill_name.custom_minimum_size = Vector2(300, 42)
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skill_name.size = Vector2(300, 42)
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var skill_button := skill_name
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skill_button.long_pressed.connect(func(): _mobile_begin_skill_drag(id, skill_button))
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skill_button.drag_changed.connect(func(_delta: Vector2):
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_mobile_update_skill_drag(id, skill_button))
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skill_button.drag_released.connect(func(_delta: Vector2):
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_mobile_end_skill_drag(id, skill_button))
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nm = skill_name
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else:
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var skill_label := Label.new()
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skill_label.text = table.name_of(id)
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skill_label.custom_minimum_size = Vector2(140, 0)
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skill_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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skill_label.add_theme_font_size_override("font_size", 12)
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nm = skill_label
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row.add_child(nm)
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var lv := Label.new()
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lv.name = "lv"
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lv.custom_minimum_size = Vector2(100, 42) if _mobile_mode else Vector2(58, 0)
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lv.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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lv.add_theme_font_size_override("font_size", 13 if _mobile_mode else 12)
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row.add_child(lv)
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var tag := Label.new()
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tag.custom_minimum_size = Vector2(76, 42) if _mobile_mode else Vector2(40, 0)
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tag.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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tag.add_theme_font_size_override("font_size", 10)
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if table.is_passive(id):
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tag.text = "被动"
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tag.modulate = Color(0.6, 0.8, 1.0)
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elif table.is_toggle(id):
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tag.text = "切换"
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tag.modulate = Color(0.9, 0.8, 0.5)
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row.add_child(tag)
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var sid: int = id
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if table.can_level_up(id) and not table.is_passive(id):
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var up := Button.new()
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up.text = "+"
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up.custom_minimum_size = Vector2(48, 42) if _mobile_mode else Vector2(28, 22)
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if _mobile_mode:
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up.add_theme_font_size_override("font_size", 18)
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up.pressed.connect(func(): client.skill_up(sid))
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row.add_child(up)
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_rows[id] = {"lv": lv, "up": up}
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else:
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_rows[id] = {"lv": lv, "up": null}
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if not _mobile_mode:
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nm.gui_input.connect(func(e: InputEvent):
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if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT:
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drag_skill_id = sid
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if _mobile_hint: _mobile_hint.text = "已选择:%s;点击快捷栏按钮自动放入空位" % table.name_of(sid)
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nm.accept_event())
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if _mobile_mode:
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var assign := Button.new()
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assign.text = "快捷栏"
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assign.custom_minimum_size = Vector2(92, 42)
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assign.add_theme_font_size_override("font_size", 11)
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assign.pressed.connect(func(): _mobile_assign_skill(sid))
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row.add_child(assign)
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vb.add_child(row)
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refresh()
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_refresh_mobile_quickbar_targets()
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func _build_mobile_quickbar_targets() -> void:
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var title := Label.new()
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title.text = "快捷栏"
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title.position = Vector2(390, 48)
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title.size = Vector2(60, 38)
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title.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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title.add_theme_font_size_override("font_size", 12)
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title.add_theme_color_override("font_color", Color(0.95, 0.82, 0.54))
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title.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_win.add_child(title)
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for i in 8:
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var target := MobileTouchButton.new()
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target.setup("—", Color(0.42, 0.65, 0.92, 0.9))
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target.set_rect_style()
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target.set_gesture_enabled(true)
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target.position = Vector2(448 + i * 38, 48)
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target.size = Vector2(34, 38)
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target.custom_minimum_size = Vector2(34, 38)
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var slot := i
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target.pressed.connect(func(): _mobile_drop_on_quickbar(slot))
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target.long_pressed.connect(func(): _mobile_begin_quickbar_drag(slot))
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target.drag_released.connect(func(_delta: Vector2): _mobile_end_quickbar_drag(slot, target))
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_win.add_child(target)
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_mobile_drop_slots.append(target)
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func _mobile_begin_skill_drag(skill_id: int, _button: MobileTouchButton) -> void:
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drag_skill_id = skill_id
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if _mobile_hint:
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_mobile_hint.text = "拖到上方快捷栏槽位,松手放入"
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func _mobile_update_skill_drag(skill_id: int, _button: MobileTouchButton) -> void:
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if drag_skill_id == skill_id and _mobile_hint:
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_mobile_hint.text = "拖到上方快捷栏槽位,松手放入"
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func _mobile_end_skill_drag(skill_id: int, button: MobileTouchButton) -> void:
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if drag_skill_id != skill_id:
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return
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var target := _mobile_drop_slot_at(button.drag_end_position())
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if target >= 0 and _mobile_quickbar and _mobile_quickbar.has_method("assign"):
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if bool(_mobile_quickbar.assign(target, "skill", skill_id)):
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drag_skill_id = 0
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_refresh_mobile_quickbar_targets()
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if _mobile_hint: _mobile_hint.text = "已放入快捷栏第 %d 格" % (target + 1)
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return
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if _mobile_hint:
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_mobile_hint.text = "已选择:%s;可拖到快捷栏" % table.name_of(skill_id)
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func _mobile_drop_on_quickbar(slot: int) -> void:
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if _mobile_quickbar == null or not _mobile_quickbar.has_method("assign"):
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return
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if drag_skill_id != 0:
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if bool(_mobile_quickbar.assign(slot, "skill", drag_skill_id)):
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drag_skill_id = 0
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_refresh_mobile_quickbar_targets()
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if _mobile_hint: _mobile_hint.text = "已放入快捷栏第 %d 格" % (slot + 1)
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func _mobile_begin_quickbar_drag(slot: int) -> void:
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_mobile_drag_quickbar_slot = slot
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if _mobile_hint:
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_mobile_hint.text = "拖到另一个快捷栏槽位以交换"
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func _mobile_end_quickbar_drag(slot: int, button: MobileTouchButton) -> void:
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if _mobile_drag_quickbar_slot != slot:
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return
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var target := _mobile_drop_slot_at(button.drag_end_position())
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if target >= 0 and target != slot and _mobile_quickbar \
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and _mobile_quickbar.has_method("mobile_swap"):
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_mobile_quickbar.mobile_swap(slot, target)
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_refresh_mobile_quickbar_targets()
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if _mobile_hint: _mobile_hint.text = "已交换快捷栏位置"
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_mobile_drag_quickbar_slot = -1
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func _mobile_drop_slot_at(position: Vector2) -> int:
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for i in _mobile_drop_slots.size():
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var slot := _mobile_drop_slots[i]
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if slot and slot.get_global_rect().has_point(position):
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return i
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return -1
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func _refresh_mobile_quickbar_targets() -> void:
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if not _mobile_mode:
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return
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for i in _mobile_drop_slots.size():
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var slot := _mobile_drop_slots[i]
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if slot == null or _mobile_quickbar == null:
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continue
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var state: Dictionary = _mobile_quickbar.mobile_slot_state(i) \
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if _mobile_quickbar.has_method("mobile_slot_state") else {}
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var label := "—"
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if state.get("kind", "") == "skill" and table:
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label = table.name_of(int(state.get("id", 0))).substr(0, 4)
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elif state.get("kind", "") == "item":
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label = "物"
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elif state.get("kind", "") == "emote":
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label = "表"
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slot.set_caption(label)
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func _mobile_assign_skill(skill_id: int) -> void:
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if _mobile_quickbar == null or not _mobile_quickbar.has_method("assign_mobile"):
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if _mobile_hint: _mobile_hint.text = "快捷栏暂不可用"
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return
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if bool(_mobile_quickbar.assign_mobile("skill", skill_id)):
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drag_skill_id = 0
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_refresh_mobile_quickbar_targets()
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if _mobile_hint: _mobile_hint.text = "已放入快捷栏"
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else:
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if _mobile_hint: _mobile_hint.text = "快捷栏已满,请先移除一个技能"
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func refresh() -> void:
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if not is_open():
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return
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var lv := {}
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var ms := {}
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for s in client.get_skills():
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lv[int(s["id"])] = int(s["level"])
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ms[int(s["id"])] = int(s.get("master", 0))
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# RefreshSkillPlusButtonList(uicharacter.py:984)→ __RefreshSkillPlusButton(:937):
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# 每页的技能点来源分开取,技能组未选时整列隐藏加号。
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var page := _cat_key()
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var can_use_now := _can_use_skill_now()
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var stat_point := _stat_point_for(page)
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var plv := _player_level()
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for id in _rows:
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var lvl: int = lv.get(id, 0)
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var m: int = clampi(ms.get(id, 0), 0, 3)
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_rows[id]["lv"].text = "Lv %d%s" % [lvl, MASTER_SUFFIX[m]]
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var up: Button = _rows[id]["up"]
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if up != null:
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up.visible = _can_show_plus(id, lvl, m, page, can_use_now, stat_point, plv)
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# __CanUseSkillNow(uicharacter.py:1270):net.GetMainActorSkillGroup()==0 -> False。
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func _can_use_skill_now() -> bool:
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if client.has_method("get_skill_group"):
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return int(client.get_skill_group()) != 0
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return true
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# skillPageStatDict(uicharacter.py:225):SUPPORT=POINT_SUB_SKILL(27) /
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# ACTIVE=POINT_SKILL(28) / HORSE=POINT_HORSE_SKILL(113)。三个来源分开取,不合并成一个。
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func _stat_point_for(page: String) -> int:
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if not client.has_method("get_points"):
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return 1
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var p: Dictionary = client.get_points()
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match page:
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"SUPPORT": return int(p.get("skill_support", 0))
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"HORSE": return int(p.get("skill_horse", 0))
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_: return int(p.get("skill_active", 0))
|
||
|
||
func _player_level() -> int:
|
||
if not client.has_method("get_points"):
|
||
return 1
|
||
return int(client.get_points().get("level", 1))
|
||
|
||
# __RefreshSkillPlusButton 每槽体(uicharacter.py:937)+ CanShowPlusButton(:925):
|
||
# 技能组未选 -> 全隐藏;辅助页 HIDE_SUPPORT_SKILL_POINT -> 整页隐藏;
|
||
# statPoint <= 0 -> 不显示;skillGrade != 0(已过 0 级,走大师书)-> 跳过;
|
||
# HORSE 页:GetStatus(LEVEL) >= GetSkillLevelLimit(idx) 时,skillLevel < 20 才显示;
|
||
# 其余页:skill.CanLevelUpSkill(idx, level)。
|
||
func _can_show_plus(id: int, level: int, grade: int, page: String,
|
||
can_use_now: bool, stat_point: int, plv: int) -> bool:
|
||
if not can_use_now:
|
||
return false
|
||
if page == "SUPPORT" and HIDE_SUPPORT_SKILL_POINT:
|
||
return false
|
||
if stat_point <= 0:
|
||
return false
|
||
if grade != 0:
|
||
return false
|
||
if page == "HORSE":
|
||
if plv >= table.skill_level_limit(id):
|
||
return level < RIDING_SKILL_MAX_LEVEL
|
||
return false
|
||
return table.can_level_up_skill(id, level)
|