18 KiB
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):
## 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
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:
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:
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:
var _tags: LineEdit
new:
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:
_tags = _row("元素标签", UI.line("", "逗号分隔,如 tag:fire"))
new:
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:
_lop = UI.opt(LOGIC_OPS, 0)
new:
_lop = UI.opt(LOGIC_OP_LABELS, 0)
- Step 5:
_on_select()—— 载入元素勾选 + 自定义
old:
_tags.text = ",".join(d.get("element_tags", []))
new:
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:
var tags: Array = []
for t in _tags.text.split(",", false):
var s := t.strip_edges()
if s != "": tags.append(s)
new:
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
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:
const MATCH = ["adjacent", "anywhere_in_deck"]
new:
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:
var _p0: LineEdit
var _p1: LineEdit
new:
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:
_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:
_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:
_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:
_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:
"pattern": [_p0.text.strip_edges(), _p1.text.strip_edges()],
"match": MATCH[_match.selected],
new:
"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:
_data.append({"id": "new_recipe", "pattern": ["tag:a", "tag:b"],
new:
_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
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:
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:
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:
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:
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:
const STACK = ["REFRESH 刷新", "INTENSITY 叠层", "INDEPENDENT 独立"]
new:
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
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):
5. 填 **元素标签**(共鸣用,如 `tag:lightning`;多个用逗号)
替换为:
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
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:
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:
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)。