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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -47,12 +47,11 @@ func _physics_process(_delta):
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energyContainer.visible = true
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if !fieldsAnimator.is_playing():
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if showingFields:
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if Input.is_action_just_released("showFields") || !(currentPanel is PausePanel):
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if Input.is_action_just_pressed("showFields"):
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hideFields()
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else:
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if Input.is_action_just_pressed("showFields") || currentPanel is PausePanel:
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if Input.is_action_just_pressed("showFields"):
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showFields()
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if Input.is_action_just_pressed("pause"):
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if currentPanel:
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if currentPanel is MakeFeedPanel:
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@@ -103,8 +102,7 @@ static func clearTips():
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if child is TipBox:
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child.destroy()
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static func showFields():
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showingFields = true
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static func rebuildFields():
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for i in fields.get_children():
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fields.remove_child(i)
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for i in player.fields:
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@@ -112,6 +110,9 @@ static func showFields():
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fields.add_child(QuickUI.graySmallText(i))
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else:
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fields.add_child(FieldShow.create(i, player.fields[i], false, player, true))
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static func showFields():
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showingFields = true
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rebuildFields()
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fieldsAnimator.play("show")
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static func hideFields():
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showingFields = false
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@@ -67,6 +67,7 @@ func apply(entity: EntityBase):
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entity.weaponStore.add_child(instance)
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entity.rebuildWeaponIcons()
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hide()
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UIState.rebuildFields()
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else:
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UIState.showTip("物品不足!", TipBox.MessageType.ERROR)
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selected.emit(allHave)
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+11
-11
@@ -41,24 +41,24 @@ enum Entity {
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}
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static var entityMap = {
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Entity.MAX_HEALTH: "生命上限",
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Entity.DAMAGE_MULTIPILER: "伤害倍率",
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Entity.DAMAGE_MULTIPILER: "伤害",
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Entity.MOVEMENT_SPEED: "移动速度",
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Entity.ATTACK_SPEED: "攻击速度",
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Entity.CRIT_RATE: "暴击率",
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Entity.CRIT_DAMAGE: "暴击伤害",
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Entity.PENERATE: "穿透",
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Entity.OFFSET_SHOOT: "散射角",
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Entity.HEAL_ABILITY: "治疗量",
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Entity.EXTRA_APPLE_MAX: "苹果上限",
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Entity.ENERGY_MULTIPILER: "储能倍率",
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Entity.OFFSET_SHOOT: "散射",
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Entity.HEAL_ABILITY: "治疗倍率",
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Entity.EXTRA_APPLE_MAX: "治疗数",
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Entity.ENERGY_MULTIPILER: "储能",
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Entity.PENARATION_RESISTANCE: "穿透抗性",
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Entity.PRICE_REDUCTION: "饲料降价",
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Entity.PRICE_REDUCTION: "降价",
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Entity.EXTRA_BULLET_COUNT: "多重射击",
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Entity.DROP_APPLE_RATE: "苹果掉落率",
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Entity.FEED_COUNT_SHOW: "饲料列表",
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Entity.FEED_COUNT_CAN_MADE: "可制作饲料",
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Entity.DROP_APPLE_RATE: "吸血",
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Entity.FEED_COUNT_SHOW: "增益数",
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Entity.FEED_COUNT_CAN_MADE: "购买力",
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Entity.MAX_ENERGY: "能量上限",
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Entity.LUCK_VALUE: "幸运值",
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Entity.LUCK_VALUE: "幸运",
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Entity.SAVE_ENERGY: "节能",
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Entity.ENERGY_REGENERATION: "能量再生效率",
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Entity.DROPPED_ITEM_COLLECT_RADIUS: "拾取距离",
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@@ -68,7 +68,7 @@ static var entityMap = {
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Entity.GRAVITY: "引力",
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Entity.PERFECT_MISS_WINDOW: "闪避窗口",
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Entity.SUMMON_MAX: "召唤上限",
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Entity.CHARGE_SPEED: "蓄力"
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Entity.CHARGE_SPEED: "蓄力倍率"
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}
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static var entityMapType = {
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Entity.MAX_HEALTH: DataType.VALUE,
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