Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
436 lines
14 KiB
GDScript
436 lines
14 KiB
GDScript
## 主菜单:新游戏 / 继续 / 排行榜 / 设置 / 退出
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extends Control
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var _settings_layer: CanvasLayer = null
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var _settings_root: Control = null
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var _leaderboard_layer: CanvasLayer = null
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var _ftue_layer: CanvasLayer = null
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var _unlock_layer: CanvasLayer = null
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var _unlock_root: Control = null
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var _continue_btn: Button = null
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var _quit_confirm: bool = false
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func _ready() -> void:
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SceneManager.fade_in_first()
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_build_bg()
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_build_menu()
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_build_settings_panel()
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_build_leaderboard_panel()
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_build_ftue_panel()
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_build_unlock_panel()
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func _build_bg() -> void:
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# 深色渐变背景
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var bg := ColorRect.new()
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bg.color = Color(0.04, 0.04, 0.09)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(bg)
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# 左侧装饰色条
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var stripe := ColorRect.new()
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stripe.color = Color(0.18, 0.12, 0.40, 0.6)
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stripe.size = Vector2(320, 648)
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add_child(stripe)
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func _build_menu() -> void:
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# 游戏大标题
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var title := Label.new()
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title.text = "魔法工匠"
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title.position = Vector2(40, 80)
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title.add_theme_font_size_override("font_size", 56)
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title.modulate = Color(1.0, 0.85, 0.3)
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add_child(title)
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var sub := Label.new()
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sub.text = "Arcane Artificer"
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sub.position = Vector2(44, 148)
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sub.add_theme_font_size_override("font_size", 18)
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sub.modulate = Color(0.7, 0.75, 1.0)
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add_child(sub)
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# 按钮列
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var items: Array = [
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["MENU_NEW_GAME", _on_new_game],
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["MENU_CONTINUE", _on_continue],
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["MENU_LEADERBOARD", _on_leaderboard],
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["MENU_UNLOCK", _on_unlock],
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["MENU_SETTINGS", _on_settings],
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["MENU_QUIT", _on_quit],
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]
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var y: float = 240.0
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for item in items:
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var btn := _make_btn(tr(item[0]), item[1])
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btn.position = Vector2(52, y)
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btn.size = Vector2(220, 48)
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add_child(btn)
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if item[0] == "MENU_CONTINUE":
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_continue_btn = btn
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_continue_btn.disabled = not SceneManager.has_save()
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_continue_btn.modulate = Color(1, 1, 1, 0.45) if _continue_btn.disabled else Color.WHITE
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y += 62.0
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# 版本号
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var ver := Label.new()
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ver.text = "v1.0.0"
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ver.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT)
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ver.position = Vector2(-80, -20)
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ver.add_theme_font_size_override("font_size", 12)
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ver.modulate = Color(0.4, 0.4, 0.4)
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add_child(ver)
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# 语言切换
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var lang := Button.new()
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lang.text = "🌐 %s" % Locale.get_locale()
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lang.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
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lang.position = Vector2(16, -52)
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lang.size = Vector2(120, 36)
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lang.flat = true
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lang.connect("pressed", _on_lang)
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add_child(lang)
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func _make_btn(label: String, cb: Callable) -> Button:
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var btn := Button.new()
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btn.text = label
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btn.flat = false
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btn.alignment = HORIZONTAL_ALIGNMENT_LEFT
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btn.add_theme_font_size_override("font_size", 20)
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btn.connect("pressed", cb)
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return btn
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func _on_new_game() -> void:
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AudioManager.play("shop")
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# 首次启动:先引导玩家选难度(FTUE),否则直接开始
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if SettingsManager.needs_ftue():
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_ftue_layer.visible = true
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_rebuild_ftue()
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else:
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SceneManager.start_new_game()
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func _on_continue() -> void:
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if SceneManager.has_save():
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AudioManager.play("shop")
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SceneManager.continue_game()
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func _on_leaderboard() -> void:
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_leaderboard_layer.visible = true
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_rebuild_leaderboard()
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func _on_settings() -> void:
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_settings_layer.visible = true
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_rebuild_settings()
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func _on_lang() -> void:
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SettingsManager.set_locale(Locale.cycle_locale())
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# 重建菜单文本(语言已切换)
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for c in get_children():
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c.queue_free()
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_settings_layer = null
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_leaderboard_layer = null
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_unlock_layer = null
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_settings_root = null
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_build_bg()
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_build_menu()
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_build_settings_panel()
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_build_leaderboard_panel()
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_build_unlock_panel()
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func _on_quit() -> void:
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if not _quit_confirm:
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_quit_confirm = true
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# 把退出按钮文字改为确认提示
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for c in get_children():
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if c is Button and tr("MENU_QUIT") in c.text:
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c.text = tr("MENU_QUIT_CONFIRM")
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c.modulate = Color(1.0, 0.4, 0.4)
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# 3 秒后自动取消确认态
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var t := Timer.new()
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add_child(t)
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t.wait_time = 3.0
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t.one_shot = true
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t.timeout.connect(func():
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c.text = tr("MENU_QUIT")
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c.modulate = Color.WHITE
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_quit_confirm = false)
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t.start()
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return
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get_tree().quit()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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if _settings_layer and _settings_layer.visible:
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_settings_layer.visible = false
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elif _leaderboard_layer and _leaderboard_layer.visible:
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_leaderboard_layer.visible = false
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elif _unlock_layer and _unlock_layer.visible:
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_unlock_layer.visible = false
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# ── 设置面板 ─────────────────────────────────────────────────
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func _build_settings_panel() -> void:
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_settings_layer = CanvasLayer.new()
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_settings_layer.layer = 10
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_settings_layer.visible = false
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add_child(_settings_layer)
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var bg := ColorRect.new()
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bg.color = Color(0.0, 0.0, 0.0, 0.72)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_settings_layer.add_child(bg)
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_settings_root = Control.new()
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_settings_layer.add_child(_settings_root)
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func _rebuild_settings() -> void:
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for c in _settings_root.get_children():
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c.queue_free()
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var panel := ColorRect.new()
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panel.color = Color(0.06, 0.06, 0.14, 0.98)
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panel.size = Vector2(560, 440)
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panel.position = Vector2(300, 100)
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_settings_root.add_child(panel)
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var title := Label.new()
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title.text = tr("SETTINGS_TITLE")
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title.position = Vector2(324, 120)
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title.add_theme_font_size_override("font_size", 28)
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title.modulate = Color.GOLD
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_settings_root.add_child(title)
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_settings_row(tr("SETTINGS_DIFFICULTY") % tr(SettingsManager.difficulty_name()), 176, func():
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SettingsManager.cycle_difficulty(); _rebuild_settings())
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_settings_row(tr("SETTINGS_LANGUAGE") % Locale.get_locale(), 232, func():
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SettingsManager.set_locale(Locale.cycle_locale()); _rebuild_settings())
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var vol_lbl := Label.new()
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vol_lbl.text = tr("SETTINGS_VOLUME") % int(SettingsManager.master_volume * 100.0)
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vol_lbl.position = Vector2(324, 292)
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vol_lbl.add_theme_font_size_override("font_size", 16)
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_settings_root.add_child(vol_lbl)
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var slider := HSlider.new()
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slider.min_value = 0.0; slider.max_value = 1.0; slider.step = 0.05
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slider.value = SettingsManager.master_volume
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slider.position = Vector2(324, 318); slider.size = Vector2(360, 24)
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slider.connect("value_changed", func(v): SettingsManager.set_master_volume(v); _rebuild_settings())
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_settings_root.add_child(slider)
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var close := Button.new()
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close.text = tr("SETTINGS_CLOSE")
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close.position = Vector2(710, 504)
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close.size = Vector2(130, 40)
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close.connect("pressed", func(): _settings_layer.visible = false)
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_settings_root.add_child(close)
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func _settings_row(text: String, y: float, cb: Callable) -> void:
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var btn := Button.new()
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btn.text = text
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btn.position = Vector2(324, y)
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btn.size = Vector2(360, 40)
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btn.connect("pressed", cb)
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_settings_root.add_child(btn)
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# ── 排行榜面板 ───────────────────────────────────────────────
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func _build_leaderboard_panel() -> void:
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_leaderboard_layer = CanvasLayer.new()
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_leaderboard_layer.layer = 10
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_leaderboard_layer.visible = false
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add_child(_leaderboard_layer)
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func _rebuild_leaderboard() -> void:
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for c in _leaderboard_layer.get_children():
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if c is ColorRect or c is Control:
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c.queue_free()
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var bg := ColorRect.new()
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bg.color = Color(0.0, 0.0, 0.0, 0.72)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_leaderboard_layer.add_child(bg)
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var panel := ColorRect.new()
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panel.color = Color(0.05, 0.05, 0.13, 0.98)
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panel.size = Vector2(640, 500)
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panel.position = Vector2(256, 74)
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_leaderboard_layer.add_child(panel)
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var title := Label.new()
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title.text = tr("SETTLE_BOARD")
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title.position = Vector2(280, 92)
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title.add_theme_font_size_override("font_size", 22)
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title.modulate = Color.GOLD
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_leaderboard_layer.add_child(title)
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var top: Array = EndlessRecords.get_top(10)
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if top.is_empty():
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var empty := Label.new()
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empty.text = tr("LEADERBOARD_EMPTY")
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empty.position = Vector2(440, 300)
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empty.add_theme_font_size_override("font_size", 18)
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empty.modulate = Color(0.6, 0.6, 0.6)
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_leaderboard_layer.add_child(empty)
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else:
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for i in top.size():
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var rec: Dictionary = top[i]
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var row := Label.new()
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var elapsed: int = int(rec.get("elapsed", 0))
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row.text = "%2d. Wave %d %d:%02d Score %d" % [
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i + 1, int(rec.get("wave", 0)),
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int(elapsed / 60.0), elapsed % 60,
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int(rec.get("score", 0))]
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row.position = Vector2(296, 140 + i*30)
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row.add_theme_font_size_override("font_size", 15)
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_leaderboard_layer.add_child(row)
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var close := Button.new()
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close.text = tr("SETTINGS_CLOSE")
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close.position = Vector2(762, 538)
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close.size = Vector2(120, 40)
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close.connect("pressed", func(): _leaderboard_layer.visible = false)
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_leaderboard_layer.add_child(close)
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# ── FTUE:首启难度引导 ───────────────────────────────────────
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func _build_ftue_panel() -> void:
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_ftue_layer = CanvasLayer.new()
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_ftue_layer.layer = 12
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_ftue_layer.visible = false
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add_child(_ftue_layer)
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func _rebuild_ftue() -> void:
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for c in _ftue_layer.get_children():
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c.queue_free()
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var dim := ColorRect.new()
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dim.color = Color(0.02, 0.02, 0.06, 0.97)
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dim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_ftue_layer.add_child(dim)
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var title := Label.new()
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title.text = tr("FTUE_TITLE")
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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title.set_anchors_preset(Control.PRESET_TOP_WIDE)
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title.position.y = 70
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title.add_theme_font_size_override("font_size", 38)
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title.modulate = Color(1.0, 0.85, 0.3)
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_ftue_layer.add_child(title)
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# 三张难度卡片(横排)
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var cards: Array = [
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[0, "DIFF_BEGINNER", "FTUE_BEGINNER_DESC", Color(0.3, 0.85, 0.5)],
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[1, "DIFF_STANDARD", "FTUE_STANDARD_DESC", Color(0.4, 0.7, 1.0)],
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[2, "DIFF_CHALLENGE", "FTUE_CHALLENGE_DESC", Color(1.0, 0.45, 0.4)],
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]
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var card_w: float = 300.0
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var gap: float = 30.0
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var total_w: float = card_w * 3 + gap * 2
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var start_x: float = (1152.0 - total_w) / 2.0
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for i in cards.size():
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var cd: Array = cards[i]
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var x: float = start_x + i * (card_w + gap)
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var card := Button.new()
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card.position = Vector2(x, 200)
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card.size = Vector2(card_w, 240)
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card.connect("pressed", _on_ftue_pick.bind(int(cd[0])))
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_ftue_layer.add_child(card)
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# 难度名
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var name_lbl := Label.new()
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name_lbl.text = tr(cd[1])
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name_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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name_lbl.size = Vector2(card_w, 40)
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name_lbl.position = Vector2(x, 230)
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name_lbl.add_theme_font_size_override("font_size", 30)
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name_lbl.modulate = cd[3]
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name_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_ftue_layer.add_child(name_lbl)
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# 说明
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var desc := Label.new()
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desc.text = tr(cd[2])
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desc.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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desc.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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desc.size = Vector2(card_w - 40, 120)
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desc.position = Vector2(x + 20, 300)
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desc.add_theme_font_size_override("font_size", 16)
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desc.modulate = Color(0.85, 0.85, 0.9)
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desc.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_ftue_layer.add_child(desc)
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var hint := Label.new()
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hint.text = tr("FTUE_HINT")
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hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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hint.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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hint.position.y = -60
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hint.add_theme_font_size_override("font_size", 14)
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hint.modulate = Color(0.55, 0.55, 0.6)
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_ftue_layer.add_child(hint)
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func _on_ftue_pick(difficulty_idx: int) -> void:
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SettingsManager.complete_ftue(difficulty_idx) # 设难度 + 标记 FTUE 完成 + 存档
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AudioManager.play("buy")
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_ftue_layer.visible = false
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SceneManager.start_new_game()
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# ── 解锁面板 ─────────────────────────────────────────────────
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func _on_unlock() -> void:
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_unlock_layer.visible = true
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_rebuild_unlock()
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func _build_unlock_panel() -> void:
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_unlock_layer = CanvasLayer.new()
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_unlock_layer.layer = 10
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_unlock_layer.visible = false
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add_child(_unlock_layer)
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var bg := ColorRect.new()
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bg.color = Color(0.0, 0.0, 0.0, 0.72)
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bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_unlock_layer.add_child(bg)
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_unlock_root = Control.new()
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_unlock_layer.add_child(_unlock_root)
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func _rebuild_unlock() -> void:
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for c in _unlock_root.get_children():
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c.queue_free()
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var panel := ColorRect.new()
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panel.color = Color(0.06, 0.06, 0.14, 0.98)
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panel.size = Vector2(560, 470)
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panel.position = Vector2(300, 90)
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_unlock_root.add_child(panel)
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var title := Label.new()
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title.text = tr("META_TITLE")
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title.position = Vector2(324, 106)
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title.add_theme_font_size_override("font_size", 28)
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title.modulate = Color.GOLD
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_unlock_root.add_child(title)
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var aether_lbl := Label.new()
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aether_lbl.text = tr("META_AETHER") % MetaProgress.aether
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aether_lbl.position = Vector2(324, 148)
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aether_lbl.add_theme_font_size_override("font_size", 18)
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aether_lbl.modulate = Color(0.6, 0.85, 1.0)
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_unlock_root.add_child(aether_lbl)
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var y: float = 188.0
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for id in SpellRegistry.get_all_ids():
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var s: SpellNode = SpellRegistry.get_spell(id)
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if s == null:
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continue
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var cost: int = int(s.meta.get("unlock_cost", 0))
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if cost <= 0:
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continue
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var name_lbl := Label.new()
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name_lbl.text = s.display_name
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name_lbl.position = Vector2(324, y + 4)
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name_lbl.add_theme_font_size_override("font_size", 16)
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_unlock_root.add_child(name_lbl)
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var btn := Button.new()
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btn.position = Vector2(560, y)
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btn.size = Vector2(230, 32)
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if MetaProgress.is_unlocked(id):
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btn.text = tr("META_UNLOCKED")
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btn.disabled = true
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else:
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btn.text = tr("META_UNLOCK_BTN") % cost
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btn.disabled = MetaProgress.aether < cost
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var sid: String = id
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var scost: int = cost
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btn.connect("pressed", func():
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if MetaProgress.unlock(sid, scost):
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AudioManager.play("buy")
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_rebuild_unlock())
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_unlock_root.add_child(btn)
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y += 40.0
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var close := Button.new()
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close.text = tr("META_CLOSE")
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close.position = Vector2(700, 508)
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close.size = Vector2(120, 36)
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close.connect("pressed", func(): _unlock_layer.visible = false)
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_unlock_root.add_child(close)
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