merge(designer): UI 优化(输入框撑满 + 元素复选框 + 双语标签 + 共鸣元素下拉)
This commit is contained in:
@@ -4,8 +4,8 @@ extends VBoxContainer
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const UI = preload("res://addons/game_designer/designer_ui.gd")
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const PATH = "res://data/cores.json"
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const TOPO = ["LINEAR 线性", "MATRIX 矩阵", "CIRCUIT 电路"]
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const FEAT = ["无", "PERSISTENT_MEMORY 记忆", "DUAL_STREAM 双流", "ALWAYS_CAST_LAST", "SHUFFLE_DECK", "INFINITE_SPELLS"]
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const TOPO = ["线性 LINEAR", "矩阵 MATRIX", "电路 CIRCUIT"]
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const FEAT = ["无 None", "记忆 PERSISTENT_MEMORY", "双流 DUAL_STREAM", "末位施法 ALWAYS_CAST_LAST", "洗牌 SHUFFLE_DECK", "无限法术 INFINITE_SPELLS"]
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var _data: Dictionary = {}
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var _cur: String = ""
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@@ -1,12 +1,17 @@
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## 游戏设计器通用 UI 辅助(静态方法,各标签页复用)
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## 游戏设计器通用 UI 辅助(静态方法 + 共享常量,各标签页复用)
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@tool
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extends RefCounted
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## 元素词表(spell_tab 复选框 / resonance_tab 元素下拉共用);label 双语显示,tag 存储,index 对齐
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const ELEM_LABELS := ["火 Fire", "冰 Ice", "雷 Lightning", "水 Water", "毒 Poison"]
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const ELEM_TAGS := ["tag:fire", "tag:ice", "tag:lightning", "tag:water", "tag:poison"]
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static func spin(min_v: float, max_v: float, step: float, val: float) -> SpinBox:
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var s := SpinBox.new()
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s.min_value = min_v; s.max_value = max_v; s.step = step
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s.value = val
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s.custom_minimum_size = Vector2(80, 0)
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s.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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return s
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static func line(text: String, placeholder: String = "") -> LineEdit:
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@@ -14,6 +19,7 @@ static func line(text: String, placeholder: String = "") -> LineEdit:
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le.text = text
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le.placeholder_text = placeholder
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le.custom_minimum_size = Vector2(120, 0)
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le.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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return le
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static func opt(items: Array, selected: int) -> OptionButton:
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@@ -21,6 +27,7 @@ static func opt(items: Array, selected: int) -> OptionButton:
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for it in items:
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o.add_item(str(it))
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o.selected = clampi(selected, 0, items.size() - 1)
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o.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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return o
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static func header(text: String) -> Label:
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@@ -4,13 +4,14 @@ extends VBoxContainer
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const UI = preload("res://addons/game_designer/designer_ui.gd")
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const PATH = "res://data/resonance.json"
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const MATCH = ["adjacent", "anywhere_in_deck"]
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const MATCH = ["adjacent", "anywhere_in_deck"] # 存储 key
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const MATCH_LABELS = ["相邻 adjacent", "卡组内任意 anywhere_in_deck"]
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var _data: Array = []
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var _cur: int = -1
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var _id: LineEdit
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var _p0: LineEdit
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var _p1: LineEdit
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var _p0: OptionButton
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var _p1: OptionButton
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var _match: OptionButton
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var _result: LineEdit
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var _consume: CheckBox
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@@ -29,9 +30,9 @@ func _ready() -> void:
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brow.add_child(UI.btn("🗑删除", _on_delete))
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add_child(HSeparator.new())
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_id = _row("配方 ID", UI.line(""))
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_p0 = _row("元素 A", UI.line("", "tag:water"))
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_p1 = _row("元素 B", UI.line("", "tag:lightning"))
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_match = _row("匹配方式", UI.opt(MATCH, 0))
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_p0 = _row("元素 A", UI.opt(UI.ELEM_LABELS, 0))
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_p1 = _row("元素 B", UI.opt(UI.ELEM_LABELS, 0))
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_match = _row("匹配方式", UI.opt(MATCH_LABELS, 0))
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_result = _row("产物法术 ID", UI.line("", "action_plasma_storm"))
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_consume = CheckBox.new(); _consume.text = "消耗输入法术(合成后移除原法术)"
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add_child(_consume)
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@@ -61,8 +62,8 @@ func _on_select(idx: int) -> void:
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var d: Dictionary = _data[idx]
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var p: Array = d.get("pattern", ["", ""])
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_id.text = String(d.get("id", ""))
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_p0.text = String(p[0]) if p.size() > 0 else ""
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_p1.text = String(p[1]) if p.size() > 1 else ""
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_p0.selected = max(0, UI.ELEM_TAGS.find(String(p[0])) if p.size() > 0 else 0)
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_p1.selected = max(0, UI.ELEM_TAGS.find(String(p[1])) if p.size() > 1 else 0)
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_match.selected = max(0, MATCH.find(String(d.get("match", "adjacent"))))
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_result.text = String(d.get("result_spell_id", ""))
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_consume.button_pressed = bool(d.get("consume_inputs", false))
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@@ -70,7 +71,7 @@ func _on_select(idx: int) -> void:
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func _on_apply() -> void:
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var r := {
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"id": _id.text.strip_edges(),
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"pattern": [_p0.text.strip_edges(), _p1.text.strip_edges()],
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"pattern": [UI.ELEM_TAGS[_p0.selected], UI.ELEM_TAGS[_p1.selected]],
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"match": MATCH[_match.selected],
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"result_spell_id": _result.text.strip_edges(),
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"consume_inputs": _consume.button_pressed,
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@@ -83,7 +84,7 @@ func _on_apply() -> void:
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UI.set_status(_status, "✓ 已应用(记得保存)")
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func _on_new() -> void:
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_data.append({"id": "new_recipe", "pattern": ["tag:a", "tag:b"],
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_data.append({"id": "new_recipe", "pattern": ["tag:water", "tag:lightning"],
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"match": "adjacent", "result_spell_id": "", "consume_inputs": true})
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_cur = _data.size() - 1
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_refresh()
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@@ -7,11 +7,12 @@ extends VBoxContainer
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const UI = preload("res://addons/game_designer/designer_ui.gd")
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const PATH := "res://data/spells.json"
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const TYPE_NAMES := ["ACTION", "MODIFIER", "TRIGGER", "LOGIC"]
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const ACTION_KINDS := ["弹道", "zone 毒池", "summon 召唤"] # 0=默认(不写 action_kind) 1=zone 2=summon
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const LOGIC_OPS := ["every_n_shots", "if_hp_below", "if_enemy_nearby", "loop"]
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const DMG_LABELS := ["物理", "火", "冰", "雷", "毒", "奥术"] # index = damage_type 整数
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const ST_LABELS := ["无", "燃烧", "冻结", "中毒", "潮湿", "沾油", "眩晕", "连击", "易伤"] # index = status 整数
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const TYPE_NAMES := ["动作 ACTION", "修饰 MODIFIER", "触发 TRIGGER", "逻辑 LOGIC"]
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const ACTION_KINDS := ["弹道 Projectile", "毒池 Zone", "召唤 Summon"] # 0=默认(不写 action_kind) 1=zone 2=summon
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const LOGIC_OPS := ["every_n_shots", "if_hp_below", "if_enemy_nearby", "loop"] # 存储 key,不变
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const LOGIC_OP_LABELS := ["每 N 次 every_n_shots", "生命低于 if_hp_below", "附近有敌 if_enemy_nearby", "循环 loop"] # 下拉显示
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const DMG_LABELS := ["物理 Physical", "火 Fire", "冰 Ice", "雷 Lightning", "毒 Poison", "奥术 Arcane"] # index = damage_type 整数
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const ST_LABELS := ["无 None", "燃烧 Burn", "冻结 Freeze", "中毒 Poison", "潮湿 Wet", "沾油 Oily", "眩晕 Stun", "连击 Combo", "易伤 Vuln"] # index = status 整数
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var _data: Dictionary = {}
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var _cur: String = ""
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@@ -21,7 +22,8 @@ var _id: LineEdit
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var _type: OptionButton
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var _name: LineEdit
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var _desc: LineEdit
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var _tags: LineEdit
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var _elem_checks: Array = []
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var _custom_tags: LineEdit
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var _mana: SpinBox
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var _shop: SpinBox
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var _unlock: SpinBox
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@@ -52,7 +54,14 @@ func _ready() -> void:
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_type.item_selected.connect(_on_type_or_sub_changed)
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_name = _row("显示名", UI.line("", "tr 键或文本"))
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_desc = _row("描述", UI.line("", "tr 键或文本"))
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_tags = _row("元素标签", UI.line("", "逗号分隔,如 tag:fire"))
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var erow := HBoxContainer.new()
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erow.add_child(UI.cell_label("元素标签"))
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_elem_checks.clear()
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for i in UI.ELEM_LABELS.size():
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var cb := CheckBox.new(); cb.text = UI.ELEM_LABELS[i]
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_elem_checks.append(cb); erow.add_child(cb)
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add_child(erow)
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_custom_tags = _row("自定义标签", UI.line("", "非元素 tag,逗号分隔"))
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add_child(HSeparator.new())
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_mana = _row("蓝耗 mana_cost", UI.spin(0, 100000, 1, 0))
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@@ -62,7 +71,7 @@ func _ready() -> void:
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_akind = UI.opt(ACTION_KINDS, 0)
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_akind.item_selected.connect(_on_type_or_sub_changed)
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_akind_row = _labeled_row("动作种类", _akind)
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_lop = UI.opt(LOGIC_OPS, 0)
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_lop = UI.opt(LOGIC_OP_LABELS, 0)
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_lop.item_selected.connect(_on_type_or_sub_changed)
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_lop_row = _labeled_row("逻辑 logic_op", _lop)
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@@ -208,7 +217,13 @@ func _on_select(idx: int) -> void:
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_type.selected = clampi(int(d.get("type", 0)), 0, 3)
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_name.text = String(d.get("display_name", ""))
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_desc.text = String(d.get("description", ""))
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_tags.text = ",".join(d.get("element_tags", []))
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var etags: Array = d.get("element_tags", [])
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for i in _elem_checks.size():
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_elem_checks[i].button_pressed = UI.ELEM_TAGS[i] in etags
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var custom_list := []
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for t in etags:
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if not (String(t) in UI.ELEM_TAGS): custom_list.append(String(t))
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_custom_tags.text = ",".join(custom_list)
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var ak := String(meta.get("action_kind", ""))
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_akind.selected = (1 if ak == "zone" else (2 if ak == "summon" else 0))
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_lop.selected = maxi(0, LOGIC_OPS.find(String(meta.get("logic_op", "every_n_shots"))))
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@@ -287,9 +302,11 @@ func _on_apply() -> void:
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if not (meta is Dictionary):
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UI.set_status(_status, "✗ 其它(JSON) 不是合法对象", true); return
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var tags: Array = []
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for t in _tags.text.split(",", false):
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for i in _elem_checks.size():
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if _elem_checks[i].button_pressed: tags.append(UI.ELEM_TAGS[i])
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for t in _custom_tags.text.split(",", false):
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var s := t.strip_edges()
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if s != "": tags.append(s)
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if s != "" and not (s in tags): tags.append(s)
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if _cur != "" and _cur != sid and _data.has(_cur):
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_data.erase(_cur)
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_data[sid] = {"type": _type.selected, "display_name": _name.text,
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@@ -4,7 +4,7 @@ extends VBoxContainer
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const UI = preload("res://addons/game_designer/designer_ui.gd")
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const PATH = "res://data/status_effects.json"
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const STACK = ["REFRESH 刷新", "INTENSITY 叠层", "INDEPENDENT 独立"]
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const STACK = ["刷新 REFRESH", "叠层 INTENSITY", "独立 INDEPENDENT"]
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var _data: Dictionary = {}
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var _cur: String = ""
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@@ -4,8 +4,8 @@ extends VBoxContainer
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const UI = preload("res://addons/game_designer/designer_ui.gd")
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const PATH = "res://data/waves.json"
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const TYPE_NAMES = ["Basic", "Fast", "Armored", "Elite", "MiniBoss", "Boss"]
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const BOSS_NAMES = ["无", "MiniBoss(4)", "Boss(5)"] # 映射到 boss 值 -1/4/5
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const TYPE_NAMES = ["杂兵 Basic", "快速 Fast", "护甲 Armored", "精英 Elite", "首领 MiniBoss", "终焉 Boss"]
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const BOSS_NAMES = ["无 None", "首领 MiniBoss", "终焉 Boss"] # 映射到 boss 值 -1/4/5
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const BOSS_VALS = [-1, 4, 5]
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var _waves: Array = []
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@@ -27,11 +27,12 @@ Godot 编辑器 → 底部面板 → 🎮 游戏设计器 → ✨ 法术 标签
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└────────────────────────┘
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[➕新增] [⧉复制] [🗑删除]
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────────────────────────
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ID(唯一)/ 类型[ACTION ▾]/ 显示名 / 描述 / 元素标签(逗号)
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ID(唯一)/ 类型[动作 ACTION ▾]/ 显示名 / 描述
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元素标签:[✓]火 [ ]冰 [✓]雷 [ ]水 [ ]毒 + 自定义标签框
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── 通用 meta ──
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蓝耗 mana_cost / 商店价 shop_cost / 解锁价 unlock_cost
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── 动态字段(随类型/子类型自动切换)──
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ACTION:动作种类[弹道 / zone 毒池 / summon 召唤] + 对应字段
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ACTION:动作种类[弹道 / 毒池 / 召唤] + 对应字段
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(伤害 / 速度 / 存活 / 半径 / 伤害类型▾ / 施加状态▾ / …)
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MODIFIER / TRIGGER / LOGIC(logic_op▾ 子选择)各自字段
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── 其它(JSON) ── ← schema 之外的键,保留不丢
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@@ -50,7 +51,7 @@ MODIFIER / TRIGGER / LOGIC(logic_op▾ 子选择)各自字段
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2. 改 **ID**(如 `action_lightning`,必须全局唯一)
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3. 选 **类型**(ACTION / MODIFIER / TRIGGER / LOGIC)
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4. 填 **显示名 / 描述**(建议填 `tr()` 键,如 `SPELL_LIGHTNING_NAME`,见 [04 本地化](04_localization.md))
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5. 填 **元素标签**(共鸣用,如 `tag:lightning`;多个用逗号)
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5. 勾选 **元素标签**(火/冰/雷/水/毒 复选框,可多选;共鸣用);非元素标签填「自定义标签」框
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6. 填 **meta 字段**——通用区(蓝耗/商店价/解锁价)常驻;下方动态区随类型(及 ACTION 动作种类 / LOGIC logic_op)自动列出对应字段,直接填数值即可
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7. 点 **✓应用到列表** → 校验并写入内存
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8. 点 **💾保存文件** → 写入 `res://data/spells.json`
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Block a user