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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-provalidate_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_scriptspells.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

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_scriptpath = "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_scriptpath = "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_scriptpath = "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_scriptres://addons/game_designer/wave_tab.gdres://addons/game_designer/core_tab.gdres://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

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.**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_errorsmax_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_scriptcode

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_scriptcode

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 1line/opt/spin 加 EXPAND_FILL
  • §3 共享元素词表 → Task 1ELEM_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 2/3enemy/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_TAGSTask 1 定义,Task 2/3/6 引用一致);_elem_checks/_custom_tagsTask 2 定义,Task 6 引用);LOGIC_OP_LABELSTask 2 定义并用于 _lop);MATCH_LABELSTask 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)。