## Boss 编辑器标签 — 类型/阶段/招式(三级 select-form,字段化) @tool extends VBoxContainer const UI = preload("res://addons/game_designer/designer_ui.gd") const PATH = "res://data/bosses.json" const BOSS_LABELS := ["精英 Mini(4)", "首领 Final(5)"] const BOSS_KEYS := ["4", "5"] const KIND_LABELS := ["环 ring", "扇形 spread", "瞄准 aimed", "旋转 spiral", "冲刺 dash", "蓄力 charge_up", "近战 melee"] const KIND_KEYS := ["ring", "spread", "aimed", "spiral", "dash", "charge_up", "melee"] var _data: Dictionary = {} var _boss_key: String = "4" var _phase_idx: int = -1 var _pat_idx: int = -1 var _boss_opt: OptionButton var _move_speed: SpinBox var _phase_list: ItemList var _hp_thr: SpinBox var _spd_mult: SpinBox var _summon: SpinBox var _pat_list: ItemList var _kind: OptionButton var _release_kind: OptionButton var _f: Dictionary = {} # 参数名 → SpinBox var _tele: LineEdit var _status: Label func _ready() -> void: add_child(UI.header("👑 Boss 编辑器 — 阶段与攻击模式")) _load() # Boss 类型选择 + move_speed _boss_opt = _row("Boss 类型", UI.opt(BOSS_LABELS, 0)) _boss_opt.item_selected.connect(_on_boss_selected) _move_speed = _row("移动速度(Move Speed)", UI.spin(0, 1000, 5, 100)) add_child(HSeparator.new()) # 阶段列表 add_child(UI.header("阶段 Phases")) _phase_list = ItemList.new(); _phase_list.custom_minimum_size = Vector2(0, 70) _phase_list.item_selected.connect(_on_phase_selected); add_child(_phase_list) var pr := HBoxContainer.new(); add_child(pr) pr.add_child(UI.btn("➕加阶段", _on_add_phase)) pr.add_child(UI.btn("🗑删阶段", _on_del_phase)) _hp_thr = _row("血量阈值(HP Threshold 0~1)", UI.spin(0, 1, 0.01, 1.0)) _spd_mult = _row("速度倍率(Move Speed Mult)", UI.spin(0.1, 5, 0.1, 1.0)) _summon = _row("进阶召唤数(Summon Adds)", UI.spin(0, 40, 1, 0)) add_child(HSeparator.new()) # 招式列表 add_child(UI.header("招式 Attack Patterns")) _pat_list = ItemList.new(); _pat_list.custom_minimum_size = Vector2(0, 70) _pat_list.item_selected.connect(_on_pat_selected); add_child(_pat_list) var ar := HBoxContainer.new(); add_child(ar) ar.add_child(UI.btn("➕加招式", _on_add_pat)) ar.add_child(UI.btn("🗑删招式", _on_del_pat)) _kind = _row("类型(Kind)", UI.opt(KIND_LABELS, 0)) _release_kind = _row("蓄力释放类型(Release Kind)", UI.opt(KIND_LABELS, 0)) _f["cooldown"] = _row("冷却(Cooldown s)", UI.spin(0, 20, 0.1, 2.0)) _f["count"] = _row("弹数(Count)", UI.spin(0, 200, 1, 12)) _f["speed"] = _row("弹速(Speed)", UI.spin(0, 2000, 10, 200)) _f["half_angle"] = _row("扇形半角(Half Angle°)", UI.spin(0, 180, 1, 30)) _f["angle_step"] = _row("旋转步进(Angle Step°)", UI.spin(0, 180, 1, 15)) _f["bullet_damage"] = _row("弹伤(Bullet Damage)", UI.spin(0, 500, 1, 8)) _f["bullet_radius"] = _row("弹半径(Bullet Radius)", UI.spin(1, 64, 1, 8)) _f["lifetime"] = _row("弹存活(Lifetime s)", UI.spin(0.5, 20, 0.5, 4)) _f["windup"] = _row("前摇(Windup s)", UI.spin(0, 5, 0.1, 0.8)) _f["recover"] = _row("后摇(Recover s)", UI.spin(0, 5, 0.1, 0.8)) _f["dash_speed"] = _row("冲刺速度(Dash Speed)", UI.spin(0, 3000, 10, 600)) _f["dash_time"] = _row("冲刺时长(Dash Time s)", UI.spin(0, 3, 0.05, 0.5)) _f["contact_radius"] = _row("冲刺命中半径(Contact Radius)", UI.spin(0, 300, 2, 40)) _f["contact_damage"] = _row("冲刺伤害(Contact Damage)", UI.spin(0, 500, 1, 15)) _f["contact_hit_cd"] = _row("冲刺命中冷却(Contact Hit CD s)", UI.spin(0, 3, 0.05, 0.4)) _f["melee_radius"] = _row("近战半径(Melee Radius)", UI.spin(0, 400, 5, 90)) _f["melee_damage"] = _row("近战伤害(Melee Damage)", UI.spin(0, 500, 1, 20)) _tele = _row("预警 VFX(Telegraph VFX)", UI.line("hit_spark")) add_child(HSeparator.new()) var sr := HBoxContainer.new(); add_child(sr) sr.add_child(UI.btn("✓应用招式", _on_apply_pat)) sr.add_child(UI.btn("✓应用阶段", _on_apply_phase)) sr.add_child(UI.btn("💾保存 bosses.json", _save)) _status = UI.status_label(); add_child(_status) _refresh_boss() func _row(label: String, ctrl: Control) -> Control: var h := HBoxContainer.new(); h.add_child(UI.cell_label(label)); h.add_child(ctrl); add_child(h) return ctrl func _load() -> void: var d = UI.load_json(PATH) _data = d if d is Dictionary else {} func _boss() -> Dictionary: if not _data.has(_boss_key): _data[_boss_key] = {"move_speed": 100.0, "phases": []} return _data[_boss_key] func _phases() -> Array: return _boss().get("phases", []) func _on_boss_selected(idx: int) -> void: _boss_key = BOSS_KEYS[idx]; _phase_idx = -1; _pat_idx = -1 _refresh_boss() func _refresh_boss() -> void: _move_speed.value = float(_boss().get("move_speed", 100.0)) _refresh_phases() func _refresh_phases() -> void: _phase_list.clear() var ph := _phases() for i in ph.size(): _phase_list.add_item("阶段%d 阈值%.2f 招式×%d" % [i, float(ph[i].get("hp_threshold", 1.0)), (ph[i].get("attack_patterns", []) as Array).size()]) _refresh_pats() func _on_phase_selected(idx: int) -> void: _phase_idx = idx; _pat_idx = -1 var ph: Dictionary = _phases()[idx] _hp_thr.value = float(ph.get("hp_threshold", 1.0)) _spd_mult.value = float(ph.get("move_speed_mult", 1.0)) _summon.value = float(ph.get("summon_adds", 0)) _refresh_pats() func _refresh_pats() -> void: _pat_list.clear() if _phase_idx < 0 or _phase_idx >= _phases().size(): return var pats: Array = _phases()[_phase_idx].get("attack_patterns", []) for i in pats.size(): _pat_list.add_item("%d. %s" % [i, str(pats[i].get("kind", "ring"))]) func _on_pat_selected(idx: int) -> void: _pat_idx = idx var p: Dictionary = _phases()[_phase_idx]["attack_patterns"][idx] _kind.selected = maxi(0, KIND_KEYS.find(String(p.get("kind", "ring")))) _release_kind.selected = maxi(0, KIND_KEYS.find(String(p.get("release_kind", "ring")))) for key in _f: (_f[key] as SpinBox).value = float(p.get(key, (_f[key] as SpinBox).value)) _tele.text = String(p.get("telegraph_vfx", "hit_spark")) func _on_add_phase() -> void: _phases().append({"hp_threshold": 1.0, "move_speed_mult": 1.0, "summon_adds": 0, "attack_patterns": []}) _refresh_phases(); UI.set_status(_status, "已加阶段(记得保存)") func _on_del_phase() -> void: if _phase_idx >= 0 and _phase_idx < _phases().size(): _phases().remove_at(_phase_idx); _phase_idx = -1; _refresh_phases() func _on_apply_phase() -> void: if _phase_idx < 0: UI.set_status(_status, "✗ 先选阶段", true); return var ph: Dictionary = _phases()[_phase_idx] ph["hp_threshold"] = _hp_thr.value ph["move_speed_mult"] = _spd_mult.value ph["summon_adds"] = int(_summon.value) _boss()["move_speed"] = _move_speed.value _refresh_phases(); UI.set_status(_status, "✓ 阶段已应用(记得保存)") func _on_add_pat() -> void: if _phase_idx < 0: UI.set_status(_status, "✗ 先选阶段", true); return (_phases()[_phase_idx]["attack_patterns"] as Array).append({"kind": "ring", "count": 12, "speed": 180, "bullet_damage": 7, "bullet_radius": 8, "lifetime": 4, "cooldown": 2.0}) _refresh_pats() func _on_del_pat() -> void: if _phase_idx >= 0 and _pat_idx >= 0: (_phases()[_phase_idx]["attack_patterns"] as Array).remove_at(_pat_idx); _pat_idx = -1; _refresh_pats() func _on_apply_pat() -> void: if _phase_idx < 0 or _pat_idx < 0: UI.set_status(_status, "✗ 先选招式", true); return var kind: String = KIND_KEYS[_kind.selected] var p: Dictionary = {"kind": kind, "cooldown": _f["cooldown"].value} # 按 kind 只写相关字段,保持 JSON 简洁 match kind: "ring": for k in ["count", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value "spread": for k in ["count", "half_angle", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value "aimed": for k in ["count", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value "spiral": for k in ["count", "angle_step", "speed", "bullet_damage", "bullet_radius", "lifetime"]: p[k] = _f[k].value "dash": for k in ["windup", "dash_speed", "dash_time", "contact_radius", "contact_damage", "contact_hit_cd", "recover"]: p[k] = _f[k].value p["telegraph_vfx"] = _tele.text "charge_up": p["release_kind"] = KIND_KEYS[_release_kind.selected] for k in ["windup", "count", "speed", "half_angle", "angle_step", "bullet_damage", "bullet_radius", "lifetime", "recover"]: p[k] = _f[k].value p["telegraph_vfx"] = _tele.text "melee": for k in ["windup", "melee_radius", "melee_damage", "recover"]: p[k] = _f[k].value p["telegraph_vfx"] = _tele.text # 整数化 count if p.has("count"): p["count"] = int(p["count"]) _phases()[_phase_idx]["attack_patterns"][_pat_idx] = p _refresh_pats(); UI.set_status(_status, "✓ 招式已应用(记得保存)") func _save() -> void: if UI.save_json(PATH, _data): UI.set_status(_status, "💾 已保存 bosses.json(重启 F5 生效)") else: UI.set_status(_status, "✗ 保存失败", true)