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## 平衡编辑器标签 — 难度乘子(3 档)+ Boss 基础血量
@tool
extends VBoxContainer
const UI = preload("res://addons/game_designer/designer_ui.gd")
const PATH = "res://data/balance.json"
const MULT_KEYS = ["enemy_hp", "player_dmg", "wave_count", "boss_hp"]
const MULT_LABELS = ["敌人血量×", "玩家受伤×", "波次怪数×", "Boss血量×"]
const DIFF_NAMES = ["初学者", "标准", "挑战"]
var _data: Dictionary = {}
var _mult_spins: Dictionary = {} # key → [SpinBox ×3]
var _miniboss: SpinBox
var _boss: SpinBox
var _status: Label
func _ready() -> void:
add_child(UI.header("⚖ 平衡编辑器 — 难度乘子 & Boss 血量"))
_load()
# 难度乘子表格:4 行 × 3 难度
var grid := GridContainer.new(); grid.columns = 4; add_child(grid)
grid.add_child(Label.new()) # 角
for dn in DIFF_NAMES:
var l := Label.new(); l.text = dn; l.modulate = Color(0.7, 0.8, 1.0)
grid.add_child(l)
var mults: Dictionary = _data.get("difficulty_mults", {})
for i in MULT_KEYS.size():
var key: String = MULT_KEYS[i]
grid.add_child(UI.cell_label(MULT_LABELS[i]))
var arr: Array = mults.get(key, [1.0, 1.0, 1.0])
var spins: Array = []
for d in 3:
var sp := UI.spin(0.0, 10.0, 0.05, float(arr[d]) if d < arr.size() else 1.0)
grid.add_child(sp); spins.append(sp)
_mult_spins[key] = spins
add_child(HSeparator.new())
# Boss 基础血量
var bhp: Dictionary = _data.get("boss_hp", {})
var h1 := HBoxContainer.new(); add_child(h1)
h1.add_child(UI.cell_label("MiniBoss(W8) 血量"))
_miniboss = UI.spin(1, 999999, 10, float(bhp.get("4", 450)))
h1.add_child(_miniboss)
var h2 := HBoxContainer.new(); add_child(h2)
h2.add_child(UI.cell_label("Final Boss(W20) 血量"))
_boss = UI.spin(1, 999999, 10, float(bhp.get("5", 1800)))
h2.add_child(_boss)
add_child(HSeparator.new())
add_child(UI.btn("💾 保存 balance.json", _save))
_status = UI.status_label(); add_child(_status)
func _load() -> void:
var d = UI.load_json(PATH)
_data = d if d is Dictionary else {}
func _save() -> void:
var mults: Dictionary = {}
for key in MULT_KEYS:
var spins: Array = _mult_spins[key]
mults[key] = [spins[0].value, spins[1].value, spins[2].value]
var out := {
"difficulty_mults": mults,
"boss_hp": {"4": _miniboss.value, "5": _boss.value},
}
if UI.save_json(PATH, out):
UI.set_status(_status, "💾 已保存(重启 F5 生效)")
else:
UI.set_status(_status, "✗ 保存失败", true)