# 游戏设计器 UI 优化 实现计划 > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 游戏设计器输入框撑满面板、法术元素标签改 5 复选框 + 自定义框、所有枚举下拉统一「中文 English」双语显示。 **Architecture:** 中央改 `designer_ui.gd`(工厂加 `SIZE_EXPAND_FILL` + 新增共享元素词表常量);各 tab 改标签常量为双语并把 spell 元素标签换控件、resonance 元素 A/B 换下拉。存储全部走 index/key,数据文件格式与内容零改动。 **Tech Stack:** Godot 4.6 (Mono) / GDScript `@tool`;验证用 godot-mcp-pro(`validate_script` / `execute_editor_script` / `reload_project` / `get_editor_screenshot`)。 **Spec:** `docs_dev/specs/2026-07-22-designer-ui-optimize-design.md` **验证说明(TDD 适配):** 编辑器 tab 无单元测试框架,沿用既有模式——每个改动文件用 `validate_script` 校验语法;最后用 `execute_editor_script` 对 `spells.json`/`resonance.json` 做回读往返断言(Task 6)作为主功能门。所有 MCP 步骤要求 Godot 编辑器开启且 `godot_mcp` 在线;若掉线,聚焦编辑器窗口后重试。 --- ### Task 1: `designer_ui.gd` — 布局撑满 + 共享元素词表 **Files:** - Modify: `addons/game_designer/designer_ui.gd` - [ ] **Step 1: 用完整内容替换该文件** 将 `addons/game_designer/designer_ui.gd` 整体替换为(保留 TAB 缩进): ```gdscript ## 游戏设计器通用 UI 辅助(静态方法 + 共享常量,各标签页复用) @tool extends RefCounted ## 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 const ELEM_LABELS := ["火 Fire", "冰 Ice", "雷 Lightning", "水 Water", "毒 Poison"] const ELEM_TAGS := ["tag:fire", "tag:ice", "tag:lightning", "tag:water", "tag:poison"] static func spin(min_v: float, max_v: float, step: float, val: float) -> SpinBox: var s := SpinBox.new() s.min_value = min_v; s.max_value = max_v; s.step = step s.value = val s.custom_minimum_size = Vector2(80, 0) s.size_flags_horizontal = Control.SIZE_EXPAND_FILL return s static func line(text: String, placeholder: String = "") -> LineEdit: var le := LineEdit.new() le.text = text le.placeholder_text = placeholder le.custom_minimum_size = Vector2(120, 0) le.size_flags_horizontal = Control.SIZE_EXPAND_FILL return le static func opt(items: Array, selected: int) -> OptionButton: var o := OptionButton.new() for it in items: o.add_item(str(it)) o.selected = clampi(selected, 0, items.size() - 1) o.size_flags_horizontal = Control.SIZE_EXPAND_FILL return o static func header(text: String) -> Label: var l := Label.new() l.text = text l.add_theme_font_size_override("font_size", 15) l.modulate = Color(1.0, 0.85, 0.4) return l static func cell_label(text: String) -> Label: var l := Label.new() l.text = text l.custom_minimum_size = Vector2(70, 0) return l static func btn(text: String, cb: Callable) -> Button: var b := Button.new() b.text = text b.pressed.connect(cb) return b static func status_label() -> Label: var l := Label.new() l.add_theme_font_size_override("font_size", 11) l.modulate = Color(0.6, 0.9, 0.6) return l static func set_status(lbl: Label, msg: String, is_err: bool = false) -> void: if lbl: lbl.text = msg lbl.modulate = Color(1.0, 0.5, 0.5) if is_err else Color(0.6, 0.9, 0.6) static func load_json(path: String): if not FileAccess.file_exists(path): return null return JSON.parse_string(FileAccess.get_file_as_string(path)) static func save_json(path: String, data) -> bool: DirAccess.make_dir_recursive_absolute("res://data") var f := FileAccess.open(path, FileAccess.WRITE) if f: f.store_string(JSON.stringify(data, " ")) f.close() return true return false ``` - [ ] **Step 2: 校验** 调用 `mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/designer_ui.gd"`。Expected: 通过。 - [ ] **Step 3: 提交** ```bash git add addons/game_designer/designer_ui.gd git commit -m "feat(designer): 输入框撑满面板 + 共享元素词表常量" ``` --- ### Task 2: `spell_tab.gd` — 元素复选框 + 双语标签 **Files:** - Modify: `addons/game_designer/spell_tab.gd` (以下 6 处用 Edit 工具精确替换;保留 TAB 缩进。依赖 Task 1 的 `UI.ELEM_LABELS`/`UI.ELEM_TAGS`。) - [ ] **Step 1: 常量改双语 + 新增 LOGIC_OP_LABELS** old: ```gdscript const TYPE_NAMES := ["ACTION", "MODIFIER", "TRIGGER", "LOGIC"] const ACTION_KINDS := ["弹道", "zone 毒池", "summon 召唤"] # 0=默认(不写 action_kind) 1=zone 2=summon const LOGIC_OPS := ["every_n_shots", "if_hp_below", "if_enemy_nearby", "loop"] const DMG_LABELS := ["物理", "火", "冰", "雷", "毒", "奥术"] # index = damage_type 整数 const ST_LABELS := ["无", "燃烧", "冻结", "中毒", "潮湿", "沾油", "眩晕", "连击", "易伤"] # index = status 整数 ``` new: ```gdscript const TYPE_NAMES := ["动作 ACTION", "修饰 MODIFIER", "触发 TRIGGER", "逻辑 LOGIC"] const ACTION_KINDS := ["弹道 Projectile", "毒池 Zone", "召唤 Summon"] # 0=默认(不写 action_kind) 1=zone 2=summon const LOGIC_OPS := ["every_n_shots", "if_hp_below", "if_enemy_nearby", "loop"] # 存储 key,不变 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 const DMG_LABELS := ["物理 Physical", "火 Fire", "冰 Ice", "雷 Lightning", "毒 Poison", "奥术 Arcane"] # index = damage_type 整数 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 ``` - [ ] **Step 2: 成员变量 —— 替换 `_tags`** old: ```gdscript var _tags: LineEdit ``` new: ```gdscript var _elem_checks: Array = [] var _custom_tags: LineEdit ``` - [ ] **Step 3: `_ready()` —— 元素标签行换复选框 + 自定义框** old: ```gdscript _tags = _row("元素标签", UI.line("", "逗号分隔,如 tag:fire")) ``` new: ```gdscript var erow := HBoxContainer.new() erow.add_child(UI.cell_label("元素标签")) _elem_checks.clear() for i in UI.ELEM_LABELS.size(): var cb := CheckBox.new(); cb.text = UI.ELEM_LABELS[i] _elem_checks.append(cb); erow.add_child(cb) add_child(erow) _custom_tags = _row("自定义标签", UI.line("", "非元素 tag,逗号分隔")) ``` - [ ] **Step 4: `_ready()` —— `_lop` 下拉改用双语显示数组** old: ```gdscript _lop = UI.opt(LOGIC_OPS, 0) ``` new: ```gdscript _lop = UI.opt(LOGIC_OP_LABELS, 0) ``` - [ ] **Step 5: `_on_select()` —— 载入元素勾选 + 自定义** old: ```gdscript _tags.text = ",".join(d.get("element_tags", [])) ``` new: ```gdscript var etags: Array = d.get("element_tags", []) for i in _elem_checks.size(): _elem_checks[i].button_pressed = UI.ELEM_TAGS[i] in etags var custom_list := [] for t in etags: if not (String(t) in UI.ELEM_TAGS): custom_list.append(String(t)) _custom_tags.text = ",".join(custom_list) ``` - [ ] **Step 6: `_on_apply()` —— 收集勾选 + 自定义** old: ```gdscript var tags: Array = [] for t in _tags.text.split(",", false): var s := t.strip_edges() if s != "": tags.append(s) ``` new: ```gdscript var tags: Array = [] for i in _elem_checks.size(): if _elem_checks[i].button_pressed: tags.append(UI.ELEM_TAGS[i]) for t in _custom_tags.text.split(",", false): var s := t.strip_edges() if s != "" and not (s in tags): tags.append(s) ``` - [ ] **Step 7: 校验** 调用 `mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/spell_tab.gd"`。Expected: 通过。 - [ ] **Step 8: 提交** ```bash git add addons/game_designer/spell_tab.gd git commit -m "feat(spell-editor): 元素标签改复选框 + 选项双语显示" ``` --- ### Task 3: `resonance_tab.gd` — 双语 + 元素下拉 **Files:** - Modify: `addons/game_designer/resonance_tab.gd` - [ ] **Step 1: 常量 —— 新增 MATCH_LABELS** old: ```gdscript const MATCH = ["adjacent", "anywhere_in_deck"] ``` new: ```gdscript const MATCH = ["adjacent", "anywhere_in_deck"] # 存储 key const MATCH_LABELS = ["相邻 adjacent", "卡组内任意 anywhere_in_deck"] ``` - [ ] **Step 2: 成员变量 —— `_p0`/`_p1` 改 OptionButton** old: ```gdscript var _p0: LineEdit var _p1: LineEdit ``` new: ```gdscript var _p0: OptionButton var _p1: OptionButton ``` (注意:这两行在文件里位于 `var` 声明区,缩进为单 TAB;若实际无前导 TAB,请按文件实际缩进匹配。) - [ ] **Step 3: `_ready()` —— 元素 A/B 与匹配方式换下拉** old: ```gdscript _p0 = _row("元素 A", UI.line("", "tag:water")) _p1 = _row("元素 B", UI.line("", "tag:lightning")) _match = _row("匹配方式", UI.opt(MATCH, 0)) ``` new: ```gdscript _p0 = _row("元素 A", UI.opt(UI.ELEM_LABELS, 0)) _p1 = _row("元素 B", UI.opt(UI.ELEM_LABELS, 0)) _match = _row("匹配方式", UI.opt(MATCH_LABELS, 0)) ``` - [ ] **Step 4: `_on_select()` —— 按 tag 选中元素** old: ```gdscript _p0.text = String(p[0]) if p.size() > 0 else "" _p1.text = String(p[1]) if p.size() > 1 else "" _match.selected = max(0, MATCH.find(String(d.get("match", "adjacent")))) ``` new: ```gdscript _p0.selected = max(0, UI.ELEM_TAGS.find(String(p[0])) if p.size() > 0 else 0) _p1.selected = max(0, UI.ELEM_TAGS.find(String(p[1])) if p.size() > 1 else 0) _match.selected = max(0, MATCH.find(String(d.get("match", "adjacent")))) ``` - [ ] **Step 5: `_on_apply()` —— 写回 tag** old: ```gdscript "pattern": [_p0.text.strip_edges(), _p1.text.strip_edges()], "match": MATCH[_match.selected], ``` new: ```gdscript "pattern": [UI.ELEM_TAGS[_p0.selected], UI.ELEM_TAGS[_p1.selected]], "match": MATCH[_match.selected], ``` - [ ] **Step 6: `_on_new()` —— 默认配方用合法元素** old: ```gdscript _data.append({"id": "new_recipe", "pattern": ["tag:a", "tag:b"], ``` new: ```gdscript _data.append({"id": "new_recipe", "pattern": ["tag:water", "tag:lightning"], ``` - [ ] **Step 7: 校验** 调用 `mcp__godot-mcp-pro__validate_script`,`path = "res://addons/game_designer/resonance_tab.gd"`。Expected: 通过。 - [ ] **Step 8: 提交** ```bash git add addons/game_designer/resonance_tab.gd git commit -m "feat(designer): 共鸣配方元素 A/B 改下拉 + 匹配方式双语" ``` --- ### Task 4: wave / core / status 标签双语归一 **Files:** - Modify: `addons/game_designer/wave_tab.gd` - Modify: `addons/game_designer/core_tab.gd` - Modify: `addons/game_designer/status_tab.gd` - [ ] **Step 1: `wave_tab.gd` 常量双语** old: ```gdscript const TYPE_NAMES = ["Basic", "Fast", "Armored", "Elite", "MiniBoss", "Boss"] const BOSS_NAMES = ["无", "MiniBoss(4)", "Boss(5)"] # 映射到 boss 值 -1/4/5 ``` new: ```gdscript const TYPE_NAMES = ["杂兵 Basic", "快速 Fast", "护甲 Armored", "精英 Elite", "首领 MiniBoss", "终焉 Boss"] const BOSS_NAMES = ["无 None", "首领 MiniBoss", "终焉 Boss"] # 映射到 boss 值 -1/4/5 ``` - [ ] **Step 2: `core_tab.gd` 常量归一「中文 English」** old: ```gdscript const TOPO = ["LINEAR 线性", "MATRIX 矩阵", "CIRCUIT 电路"] const FEAT = ["无", "PERSISTENT_MEMORY 记忆", "DUAL_STREAM 双流", "ALWAYS_CAST_LAST", "SHUFFLE_DECK", "INFINITE_SPELLS"] ``` new: ```gdscript const TOPO = ["线性 LINEAR", "矩阵 MATRIX", "电路 CIRCUIT"] 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"] ``` - [ ] **Step 3: `status_tab.gd` 常量归一「中文 English」** old: ```gdscript const STACK = ["REFRESH 刷新", "INTENSITY 叠层", "INDEPENDENT 独立"] ``` new: ```gdscript const STACK = ["刷新 REFRESH", "叠层 INTENSITY", "独立 INDEPENDENT"] ``` - [ ] **Step 4: 校验三个文件** 分别调用 `mcp__godot-mcp-pro__validate_script`:`res://addons/game_designer/wave_tab.gd`、`res://addons/game_designer/core_tab.gd`、`res://addons/game_designer/status_tab.gd`。Expected: 均通过。 - [ ] **Step 5: 提交** ```bash git add addons/game_designer/wave_tab.gd addons/game_designer/core_tab.gd addons/game_designer/status_tab.gd git commit -m "feat(designer): 波次/Core/状态 枚举标签归一为中英双语" ``` --- ### Task 5: 手册文档更新(元素标签复选框) **Files:** - Modify: `docs/handbook/06_spell_editor.md` - [ ] **Step 1: 更新操作步骤中的元素标签说明** 在 `docs/handbook/06_spell_editor.md` 第 3 节,找到这一步(新增法术流程里的第 5 步): ```markdown 5. 填 **元素标签**(共鸣用,如 `tag:lightning`;多个用逗号) ``` 替换为: ```markdown 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 ``` - [ ] **Step 2: 更新界面示意图中的元素标签行** 在同文件第 2 节界面示意图里,找到: ``` ID(唯一)/ 类型[ACTION ▾]/ 显示名 / 描述 / 元素标签(逗号) ``` 替换为: ``` ID(唯一)/ 类型[动作 ACTION ▾]/ 显示名 / 描述 元素标签:[✓]火 [ ]冰 [✓]雷 [ ]水 [ ]毒 + 自定义标签框 ``` - [ ] **Step 3: 提交** ```bash git add docs/handbook/06_spell_editor.md git commit -m "docs(spell-editor): 元素标签改复选框说明" ``` --- ### Task 6: 全量验证(回读往返 + 目测) **Files:** - 无(MCP 验证,不落盘) - [ ] **Step 1: 重载并查错** 调用 `mcp__godot-mcp-pro__reload_project`,再 `mcp__godot-mcp-pro__get_editor_errors`(max_lines 50)。Expected: 无与本次改动相关的报错。(可能残留早前一次性 `gdscript://` 脚本的 `eq` 解析错,属无关历史噪声。) - [ ] **Step 2: 法术回读往返(含 element_tags 集合比较)** 调用 `mcp__godot-mcp-pro__execute_editor_script`,`code`: ```gdscript var UIH = load("res://addons/game_designer/designer_ui.gd") var tab = load("res://addons/game_designer/spell_tab.gd").new() EditorInterface.get_base_control().add_child(tab) var raw = JSON.parse_string(FileAccess.get_file_as_string("res://data/spells.json")) var fails = [] for sid in raw: var found = false for i in tab._list.item_count: if String(tab._list.get_item_metadata(i)) == sid: tab._on_select(i); found = true; break if not found: fails.append(sid + ":未在列表"); continue var m = tab._read_meta() if not (m is Dictionary): fails.append(sid + ":read_meta null"); continue var orig = raw[sid]["meta"] for k in orig: if m.has(k): var a = m[k]; var b = orig[k] var eq = (absf(float(a) - float(b)) < 0.0001) if (a is float or b is float) else (a == b) if not eq: fails.append("%s.meta.%s" % [sid, k]) for k in m: if not orig.has(k): fails.append("%s:+meta.%s" % [sid, k]) # element_tags 作为集合比较 var et_orig = raw[sid].get("element_tags", []) var et_new = [] for i in tab._elem_checks.size(): if tab._elem_checks[i].button_pressed: et_new.append(UIH.ELEM_TAGS[i]) for t in tab._custom_tags.text.split(",", false): var s = t.strip_edges() if s != "" and not (s in et_new): et_new.append(s) for t in et_orig: if not (String(t) in et_new): fails.append("%s:tag缺 %s" % [sid, str(t)]) for t in et_new: if not (t in et_orig): fails.append("%s:tag多 %s" % [sid, str(t)]) _mcp_print("SPELL FAILS=%d %s" % [fails.size(), str(fails)]) tab.queue_free() ``` Expected: `SPELL FAILS=0 []`。若非 0,按报错定位并修相应文件后重跑。 - [ ] **Step 3: 共鸣回读往返** 调用 `mcp__godot-mcp-pro__execute_editor_script`,`code`: ```gdscript var UIH = load("res://addons/game_designer/designer_ui.gd") var tab = load("res://addons/game_designer/resonance_tab.gd").new() EditorInterface.get_base_control().add_child(tab) var raw = JSON.parse_string(FileAccess.get_file_as_string("res://data/resonance.json")) var fails = [] for idx in raw.size(): tab._on_select(idx) var orig = raw[idx] var op = orig.get("pattern", ["", ""]) var np = [UIH.ELEM_TAGS[tab._p0.selected], UIH.ELEM_TAGS[tab._p1.selected]] if String(op[0]) != np[0] or String(op[1]) != np[1]: fails.append("%s:pattern %s->%s" % [str(orig.get("id","?")), str(op), str(np)]) var nm = tab.MATCH[tab._match.selected] if String(orig.get("match","adjacent")) != nm: fails.append("%s:match %s->%s" % [str(orig.get("id","?")), str(orig.get("match")), nm]) _mcp_print("RESONANCE FAILS=%d %s" % [fails.size(), str(fails)]) tab.queue_free() ``` Expected: `RESONANCE FAILS=0 []`。(前提:`resonance.json` 现有配方 pattern 均为元素 tag;若某条含非元素值会在此暴露。) - [ ] **Step 4: 目测布局与双语** 调用 `mcp__godot-mcp-pro__get_editor_screenshot`(若底部面板未展开,此步可跳过并改由用户人工确认)。确认:输入框/下拉撑满面板宽、下拉显示中英双语、法术页元素标签为复选框行。记录观察结果。 - [ ] **Step 5: 无新增提交(本任务仅验证)** 若 Step 2/3 触发修复,则各自 `git add <改动文件> && git commit -m "fix(designer): 修正回读往返"`;否则本任务无提交。 --- ## Self-Review **Spec 覆盖:** - §2 布局撑满 → Task 1(line/opt/spin 加 EXPAND_FILL)✅ - §3 共享元素词表 → Task 1(ELEM_LABELS/ELEM_TAGS)✅ - §4.1 元素复选框 + 自定义框 → Task 2 Step 2/3/5/6 ✅ - §4.2 spell 双语 + LOGIC_OP_LABELS → Task 2 Step 1/4 ✅ - §5 wave 双语 → Task 4 Step 1 ✅ - §6 resonance 双语 + 元素下拉 → Task 3 ✅ - §7 core/status 归一,enemy/balance 不动 → Task 4 Step 2/3(enemy/balance 无任务,符合)✅ - §9 验证 → Task 6 ✅ - 文档(元素标签复选框)→ Task 5 ✅ **占位符扫描:** 无 TBD/TODO;每步含精确 old/new 代码块或命令。✅ **类型/命名一致性:** `UI.ELEM_LABELS`/`UI.ELEM_TAGS`(Task 1 定义,Task 2/3/6 引用一致);`_elem_checks`/`_custom_tags`(Task 2 定义,Task 6 引用);`LOGIC_OP_LABELS`(Task 2 定义并用于 `_lop`);`MATCH_LABELS`(Task 3);resonance `_p0/_p1` 由 LineEdit→OptionButton 全程一致。回读脚本经 `tab.UI.ELEM_TAGS`/`tab.MATCH` 访问常量(GDScript 实例可经实例访问脚本常量)。✅ **已知取舍:** 多元素法术 `element_tags` 规整为「火冰雷水毒」固定序(集合语义,Task 6 按集合断言);resonance 非元素 pattern 会被下拉回退(现数据无此情况,Task 6 Step 3 会暴露)。