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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

refactor(UI): 优化字段显示逻辑和命名

将字段显示逻辑重构为独立的rebuildFields方法
简化字段名称使其更直观
移除不必要的输入条件检查
This commit is contained in:
2026-05-10 09:07:20 +08:00
parent 2ff8d0d388
commit 797a3ccbea
3 changed files with 18 additions and 16 deletions
+6 -5
View File
@@ -47,12 +47,11 @@ func _physics_process(_delta):
energyContainer.visible = true
if !fieldsAnimator.is_playing():
if showingFields:
if Input.is_action_just_released("showFields") || !(currentPanel is PausePanel):
if Input.is_action_just_pressed("showFields"):
hideFields()
else:
if Input.is_action_just_pressed("showFields") || currentPanel is PausePanel:
if Input.is_action_just_pressed("showFields"):
showFields()
if Input.is_action_just_pressed("pause"):
if currentPanel:
if currentPanel is MakeFeedPanel:
@@ -103,8 +102,7 @@ static func clearTips():
if child is TipBox:
child.destroy()
static func showFields():
showingFields = true
static func rebuildFields():
for i in fields.get_children():
fields.remove_child(i)
for i in player.fields:
@@ -112,6 +110,9 @@ static func showFields():
fields.add_child(QuickUI.graySmallText(i))
else:
fields.add_child(FieldShow.create(i, player.fields[i], false, player, true))
static func showFields():
showingFields = true
rebuildFields()
fieldsAnimator.play("show")
static func hideFields():
showingFields = false
+1
View File
@@ -67,6 +67,7 @@ func apply(entity: EntityBase):
entity.weaponStore.add_child(instance)
entity.rebuildWeaponIcons()
hide()
UIState.rebuildFields()
else:
UIState.showTip("物品不足!", TipBox.MessageType.ERROR)
selected.emit(allHave)
+11 -11
View File
@@ -41,24 +41,24 @@ enum Entity {
}
static var entityMap = {
Entity.MAX_HEALTH: "生命上限",
Entity.DAMAGE_MULTIPILER: "伤害倍率",
Entity.DAMAGE_MULTIPILER: "伤害",
Entity.MOVEMENT_SPEED: "移动速度",
Entity.ATTACK_SPEED: "攻击速度",
Entity.CRIT_RATE: "暴击率",
Entity.CRIT_DAMAGE: "暴击伤害",
Entity.PENERATE: "穿透",
Entity.OFFSET_SHOOT: "散射",
Entity.HEAL_ABILITY: "治疗",
Entity.EXTRA_APPLE_MAX: "苹果上限",
Entity.ENERGY_MULTIPILER: "储能倍率",
Entity.OFFSET_SHOOT: "散射",
Entity.HEAL_ABILITY: "治疗倍率",
Entity.EXTRA_APPLE_MAX: "治疗数",
Entity.ENERGY_MULTIPILER: "储能",
Entity.PENARATION_RESISTANCE: "穿透抗性",
Entity.PRICE_REDUCTION: "饲料降价",
Entity.PRICE_REDUCTION: "降价",
Entity.EXTRA_BULLET_COUNT: "多重射击",
Entity.DROP_APPLE_RATE: "苹果掉落率",
Entity.FEED_COUNT_SHOW: "饲料列表",
Entity.FEED_COUNT_CAN_MADE: "可制作饲料",
Entity.DROP_APPLE_RATE: "吸血",
Entity.FEED_COUNT_SHOW: "增益数",
Entity.FEED_COUNT_CAN_MADE: "购买力",
Entity.MAX_ENERGY: "能量上限",
Entity.LUCK_VALUE: "幸运",
Entity.LUCK_VALUE: "幸运",
Entity.SAVE_ENERGY: "节能",
Entity.ENERGY_REGENERATION: "能量再生效率",
Entity.DROPPED_ITEM_COLLECT_RADIUS: "拾取距离",
@@ -68,7 +68,7 @@ static var entityMap = {
Entity.GRAVITY: "引力",
Entity.PERFECT_MISS_WINDOW: "闪避窗口",
Entity.SUMMON_MAX: "召唤上限",
Entity.CHARGE_SPEED: "蓄力"
Entity.CHARGE_SPEED: "蓄力倍率"
}
static var entityMapType = {
Entity.MAX_HEALTH: DataType.VALUE,