core ui切换
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://hp3dx7t1x0u5"
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path="res://.godot/imported/empty.png-921761ee5d222cdb2135233c91a2e1ca.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://resource/ui/icon/core/empty.png"
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dest_files=["res://.godot/imported/empty.png-921761ee5d222cdb2135233c91a2e1ca.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=0
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compress/normal_map=2
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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extends Control
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extends Control
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func _process(delta):
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@onready var core_item_list = [
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pass
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$CoreItemFree/Up, $CoreItemFree/Left, $CoreItemFree/Down, $CoreItemFree/Right,
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$CoreItemLock/Up, $CoreItemLock/Left, $CoreItemLock/Down, $CoreItemLock/Right,
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]
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@onready var core_item_free = $CoreItemFree
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@onready var core_item_lock = $CoreItemLock
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func on_core_active_list_changed(core_list):
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for i in range(len(core_list)):
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var cfg = core_list[i]
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var item = core_item_list[i] as CoreItemSub
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if cfg:
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item.set_icon(cfg.icon)
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else:
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item.set_icon(null)
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func on_is_switch_changed(value:bool):
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visible = value
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func on_target_changed(value:int):
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var isLock = value != 0
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core_item_free.visible = !isLock
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core_item_lock.visible = isLock
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extends Control
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extends Control
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class_name SkillItemSub
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class_name CoreItemSub
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var icon : TextureRect
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@onready var icon = $CoreIcon as TextureRect
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var slot : TextureRect
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@onready var slot = $CoreSlot as TextureRect
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func init(value:Texture2D):
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@onready var icon_empty = load("res://resource/ui/icon/core/empty.png")
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icon = $WeaponIcon
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slot = $WeaponSlot
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icon.texture = value
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func update_alpha(alpha_from:float,alpha_to:float,rate:float):
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func set_icon(value:Texture2D):
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var alpha = lerp(alpha_from,alpha_to,rate)
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if value:
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icon.modulate = Color(1,1,1,alpha)
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icon.texture = value
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slot.modulate = Color(1,1,1,alpha)
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else:
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icon.texture = icon_empty
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