feat(attr): 游戏设计器新增「属性」页,字段化编辑 attributes.json

按 CLAUDE.md 编辑器插件规范:控件经 designer_ui 工厂创建、标签中英双语中文在前、
combine 下拉存 key 不存显示串、_save 合并式写回防丢键、UI 在 _ready 而非 _init 构建。

另修:SpinBox 按 step 吸附会引入双精度噪声(0.01 → 0.00999999999476),
直接写回会把噪声固化进 JSON;_collect 用 snappedf(v, 1e-6) 抹平,
使「不改任何值就保存」得到逐位一致的 attributes.json。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-31 12:05:50 +08:00
co-authored by Claude Opus 5
parent a6c6fdbf1e
commit a0e205a031
3 changed files with 72 additions and 0 deletions
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## 属性编辑器标签 — 玩家属性的 base / soft / hard / combine
## 数据:res://data/attributes.json(权威属性定义见 docs/design/numerical_design.md §1.1
@tool
extends VBoxContainer
const UI = preload("res://addons/game_designer/designer_ui.gd")
const PATH = "res://data/attributes.json"
# 显示与存储解耦:LABELS 仅供下拉显示,KEYS 才写进 JSON,二者 index 对齐
const COMBINE_KEYS = ["hybrid", "inverse", "add_int"]
const COMBINE_LABELS = ["混合 hybrid", "反向 inverse", "整数加 add_int"]
const ATTR_ORDER = ["cpu_limit", "move_speed", "cast_delay_mod", "hp_max"]
var _data: Dictionary = {}
var _rows: Dictionary = {} # attr_id → {"base": SpinBox, "soft": SpinBox, "hard": SpinBox, "combine": OptionButton}
var _status: Label
func _ready() -> void:
add_child(UI.header("📊 属性编辑器 — 玩家属性 base / soft / hard / combine"))
_load()
var grid := GridContainer.new(); grid.columns = 5; add_child(grid)
for h in ["属性", "基准 base", "软上限 soft", "硬上限 hard", "合成 combine"]:
var l := Label.new(); l.text = h; l.modulate = Color(0.7, 0.8, 1.0)
grid.add_child(l)
for attr_id in ATTR_ORDER:
var d: Dictionary = _data.get(attr_id, {})
grid.add_child(UI.cell_label(String(d.get("display_name", attr_id))))
var sp_base := UI.spin(-99999.0, 99999.0, 0.01, float(d.get("base", 0.0)))
var sp_soft := UI.spin(-99999.0, 99999.0, 0.01, float(d.get("soft", 0.0)))
var sp_hard := UI.spin(-99999.0, 99999.0, 0.01, float(d.get("hard", 0.0)))
var idx: int = COMBINE_KEYS.find(String(d.get("combine", "hybrid")))
var op := UI.opt(COMBINE_LABELS, idx if idx >= 0 else 0)
grid.add_child(sp_base); grid.add_child(sp_soft); grid.add_child(sp_hard); grid.add_child(op)
_rows[attr_id] = {"base": sp_base, "soft": sp_soft, "hard": sp_hard, "combine": op}
add_child(HSeparator.new())
var tip := Label.new()
tip.text = "hard=0 在 hybrid 下表示不钳制;inverse 的 hard 是「下限」,填 0 即钳到 0(与 hybrid 相反);add_int 拒绝 pct 加成。"
tip.modulate = Color(0.7, 0.7, 0.7)
add_child(tip)
add_child(UI.btn("💾 保存 attributes.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 {}
## SpinBox 按 step 吸附会引入双精度噪声(0.01 → 0.00999999999476),
## 直接写回会把噪声固化进 JSON;抹到 1e-6 精度,远细于本页任何有意义的调参粒度。
static func _clean(v: float) -> float:
return snappedf(v, 0.000001)
## 表单 → 字典(合并式:以 _data 为基底保留未知键)
func _collect() -> Dictionary:
var out: Dictionary = _data.duplicate(true)
for attr_id in ATTR_ORDER:
var r: Dictionary = _rows.get(attr_id, {})
if r.is_empty():
continue
var entry: Dictionary = out.get(attr_id, {}).duplicate(true)
entry["base"] = _clean(r["base"].value)
entry["soft"] = _clean(r["soft"].value)
entry["hard"] = _clean(r["hard"].value)
entry["combine"] = COMBINE_KEYS[r["combine"].selected] # 存 key,不存双语显示串
out[attr_id] = entry
return out
func _save() -> void:
if UI.save_json(PATH, _collect()):
UI.set_status(_status, "💾 已保存(重启 F5 生效)")
else:
UI.set_status(_status, "✗ 保存失败", true)
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uid://dh0i3k3dmv3mu
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_add_tab(tabs, "🔥 状态", preload("res://addons/game_designer/status_tab.gd").new())
_add_tab(tabs, "👑 Boss", preload("res://addons/game_designer/boss_tab.gd").new())
_add_tab(tabs, "⚖ 平衡", preload("res://addons/game_designer/balance_tab.gd").new())
_add_tab(tabs, "📊 属性", preload("res://addons/game_designer/attribute_tab.gd").new())
func _add_tab(tabs: TabContainer, title: String, content: Control) -> void:
var scroll := ScrollContainer.new()