## 敌人原型编辑器标签(表格:6 原型 × 速度/护甲/尺寸/颜色) @tool extends VBoxContainer const UI = preload("res://addons/game_designer/designer_ui.gd") const PATH = "res://data/enemies.json" const NAMES = ["杂兵 Basic", "快速 Fast", "护甲 Armored", "精英 Elite", "首领 MiniBoss", "终焉 Boss"] var _data: Dictionary = {} var _rows: Array = [] # [{speed:SpinBox, armor:SpinBox, size:SpinBox, color:ColorPickerButton}] var _status: Label func _ready() -> void: add_child(UI.header("👾 敌人原型 — 调速度 / 护甲 / 尺寸 / 颜色")) _load() var grid := GridContainer.new() grid.columns = 5 add_child(grid) # 表头 for h in ["原型", "速度", "护甲", "尺寸(px)", "颜色"]: var hl := Label.new(); hl.text = h; hl.modulate = Color(0.7, 0.8, 1.0) grid.add_child(hl) # 行 for i in 6: var key := str(i) var d: Dictionary = _data.get(key, {}) grid.add_child(UI.cell_label(NAMES[i])) var sp := UI.spin(0, 1000, 1, float(d.get("speed", 80))) var ar := UI.spin(0, 200, 0.5, float(d.get("armor", 0))) var sz := UI.spin(2, 200, 1, float(d.get("size", 14))) var cp := ColorPickerButton.new() var c: Array = d.get("color", [1, 1, 1]) cp.color = Color(float(c[0]), float(c[1]), float(c[2])) cp.custom_minimum_size = Vector2(60, 0) grid.add_child(sp); grid.add_child(ar); grid.add_child(sz); grid.add_child(cp) _rows.append({"speed": sp, "armor": ar, "size": sz, "color": cp}) add_child(HSeparator.new()) add_child(UI.btn("💾 保存 enemies.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 out: Dictionary = {} for i in 6: var r: Dictionary = _rows[i] out[str(i)] = { "name": NAMES[i], "speed": r["speed"].value, "armor": r["armor"].value, "size": r["size"].value, "color": [r["color"].color.r, r["color"].color.g, r["color"].color.b], } if UI.save_json(PATH, out): UI.set_status(_status, "💾 已保存(重启游戏 F5 生效)") else: UI.set_status(_status, "✗ 保存失败", true)