创建新工程

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moyin
2025-12-05 19:00:14 +08:00
commit ff4fa5fffd
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extends Control
class_name CharacterCreation
## 角色创建界面
## 处理新角色的创建
# UI 元素
var character_name_input: LineEdit
var create_button: Button
var back_button: Button
var customize_button: Button
var status_label: Label
var container: VBoxContainer
var status_timer: Timer
# 个性化数据
var character_appearance: Dictionary = {}
var character_personality: Dictionary = {}
# 自定义界面
var customization_ui: Control
# 信号
signal character_created(character_name: String, personalization_data: Dictionary)
signal back_requested()
func _ready():
"""初始化角色创建界面"""
_create_ui()
_setup_timer()
_setup_animations()
_initialize_personalization()
update_layout()
## 设置动画效果
func _setup_animations():
"""设置界面动画效果"""
# 为移动设备优化触摸体验
TouchFeedbackManager.optimize_ui_for_touch(self)
# 界面入场动画
UIAnimationManager.fade_slide_in(container, "right", 0.4)
## 设置定时器
func _setup_timer():
"""设置状态标签自动清除定时器"""
status_timer = Timer.new()
status_timer.one_shot = true
status_timer.timeout.connect(_on_status_timer_timeout)
add_child(status_timer)
## 定时器超时
func _on_status_timer_timeout():
"""定时器超时,清除状态标签"""
clear_status()
## 创建 UI 元素
func _create_ui():
"""创建角色创建界面的所有 UI 元素"""
# 设置为全屏
anchor_right = 1.0
anchor_bottom = 1.0
# 创建中心容器
container = VBoxContainer.new()
container.name = "Container"
container.custom_minimum_size = Vector2(300, 0)
# 设置容器锚点为居中
container.anchor_left = 0.5
container.anchor_right = 0.5
container.anchor_top = 0.5
container.anchor_bottom = 0.5
container.offset_left = -150 # 容器宽度的一半
container.offset_right = 150
container.offset_top = -200 # 估算容器高度的一半
container.offset_bottom = 200
add_child(container)
# 标题
var title = Label.new()
title.text = "创建角色"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 32)
container.add_child(title)
# 间距
container.add_child(_create_spacer(20))
# 说明文本
var description = Label.new()
description.text = "请输入你的角色名称2-20个字符"
description.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
description.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
container.add_child(description)
# 间距
container.add_child(_create_spacer(10))
# 角色名称标签
var name_label = Label.new()
name_label.text = "角色名称:"
container.add_child(name_label)
# 角色名称输入框
character_name_input = LineEdit.new()
character_name_input.placeholder_text = "输入角色名称"
character_name_input.custom_minimum_size = Vector2(0, 40)
character_name_input.max_length = 20
character_name_input.text_changed.connect(_on_name_changed)
character_name_input.text_submitted.connect(_on_name_submitted)
container.add_child(character_name_input)
# 状态标签(放在输入框下方)
status_label = Label.new()
status_label.text = ""
status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
status_label.custom_minimum_size = Vector2(0, 30)
status_label.add_theme_font_size_override("font_size", 16)
container.add_child(status_label)
# 间距
container.add_child(_create_spacer(10))
# 自定义按钮(默认禁用)
customize_button = Button.new()
customize_button.text = "自定义外观(暂未开放)"
customize_button.custom_minimum_size = Vector2(0, 50)
customize_button.disabled = true # 默认禁用
customize_button.pressed.connect(_on_customize_pressed)
container.add_child(customize_button)
# 间距
container.add_child(_create_spacer(10))
# 创建按钮
create_button = Button.new()
create_button.text = "创建角色"
create_button.custom_minimum_size = Vector2(0, 50)
create_button.pressed.connect(_on_create_pressed)
container.add_child(create_button)
# 间距
container.add_child(_create_spacer(10))
# 返回按钮
back_button = Button.new()
back_button.text = "返回"
back_button.custom_minimum_size = Vector2(0, 50)
back_button.pressed.connect(_on_back_pressed)
container.add_child(back_button)
## 创建间距
func _create_spacer(height: float) -> Control:
"""创建垂直间距"""
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, height)
return spacer
## 更新布局
func update_layout():
"""更新布局以适应窗口大小"""
if not container:
return
# 容器已经通过锚点设置为居中,无需手动计算位置
# 锚点会自动适应窗口大小变化
## 显示状态消息
func show_status(message: String, is_error: bool = false):
"""
显示状态消息
@param message: 消息文本
@param is_error: 是否为错误消息
"""
if status_label:
status_label.text = message
if is_error:
status_label.add_theme_color_override("font_color", Color(1, 0.3, 0.3))
else:
status_label.add_theme_color_override("font_color", Color(0.3, 1, 0.3))
# 启动定时器1秒后自动清除与ErrorNotification保持一致
if status_timer:
status_timer.start(1.0)
## 清除状态消息
func clear_status():
"""清除状态消息"""
if status_timer:
status_timer.stop()
if status_label:
status_label.text = ""
## 验证角色名称
func validate_character_name(char_name: String) -> String:
"""
验证角色名称
@param char_name: 角色名称
@return: 错误消息,如果有效则返回空字符串
"""
# 使用安全管理器进行验证
var validation_result = SecurityManager.validate_input(char_name, "character_name")
if not validation_result.valid:
return validation_result.error
# 使用 CharacterData 的验证函数作为额外检查
if not CharacterData.validate_name(validation_result.sanitized):
return "角色名称格式无效"
return ""
## 名称输入变化
func _on_name_changed(new_text: String):
"""名称输入框内容变化"""
# 实时验证
var error = validate_character_name(new_text)
if error.is_empty():
clear_status()
create_button.disabled = false
else:
show_status(error, true)
create_button.disabled = true
## 创建按钮点击
func _on_create_pressed():
"""创建按钮被点击"""
var char_name = character_name_input.text
# 验证名称
var error = validate_character_name(char_name)
if not error.is_empty():
show_status(error, true)
# 添加错误动画反馈
UIAnimationManager.shake_error(character_name_input, 8.0, 0.4)
return
# 获取清理后的名称
var validation_result = SecurityManager.validate_input(char_name, "character_name")
var sanitized_name = validation_result.sanitized
# 添加成功反馈动画
UIAnimationManager.button_press_feedback(create_button)
clear_status()
character_created.emit(sanitized_name, get_personalization_data())
## 返回按钮点击
func _on_back_pressed():
"""返回按钮被点击"""
back_requested.emit()
## 名称输入框回车
func _on_name_submitted(_text: String):
"""名称输入框按下回车"""
if not create_button.disabled:
_on_create_pressed()
## 初始化个性化数据
func _initialize_personalization():
"""初始化默认的个性化数据"""
var personalization = preload("res://scripts/CharacterPersonalization.gd")
character_appearance = personalization.generate_random_appearance()
character_personality = personalization.generate_random_personality()
## 自定义按钮点击
func _on_customize_pressed():
"""自定义按钮被点击"""
# 检查按钮是否被禁用
if customize_button.disabled:
show_status("自定义外观功能暂未开放", true)
return
if customization_ui:
customization_ui.queue_free()
var CharacterCustomizationClass = preload("res://scripts/CharacterCustomization.gd")
customization_ui = CharacterCustomizationClass.new()
get_tree().root.add_child(customization_ui)
# 创建临时角色数据用于自定义
var temp_data = CharacterData.create("临时角色", "temp")
CharacterData.set_appearance(temp_data, character_appearance)
temp_data[CharacterData.FIELD_PERSONALITY] = character_personality
customization_ui.load_character_data(temp_data)
customization_ui.customization_saved.connect(_on_customization_saved)
customization_ui.customization_cancelled.connect(_on_customization_cancelled)
## 自定义保存回调
func _on_customization_saved(data: Dictionary):
"""自定义数据保存回调"""
character_appearance = data.get(CharacterData.FIELD_APPEARANCE, {})
character_personality = data.get(CharacterData.FIELD_PERSONALITY, {})
show_status("外观和个性已自定义", false)
if customization_ui:
customization_ui.queue_free()
customization_ui = null
## 自定义取消回调
func _on_customization_cancelled():
"""自定义取消回调"""
if customization_ui:
customization_ui.queue_free()
customization_ui = null
## 获取个性化数据
func get_personalization_data() -> Dictionary:
"""
获取当前的个性化数据
@return: 个性化数据字典
"""
return {
CharacterData.FIELD_APPEARANCE: character_appearance,
CharacterData.FIELD_PERSONALITY: character_personality
}
## 启用/禁用自定义外观功能
func set_customization_enabled(enabled: bool):
"""
启用或禁用自定义外观功能
@param enabled: 是否启用
"""
if customize_button:
customize_button.disabled = not enabled
if enabled:
customize_button.text = "自定义外观"
else:
customize_button.text = "自定义外观(暂未开放)"