Polish inventory shop and utility interfaces
Split inventory items and tackle views, standardize bait supply presentation, add status-effect icons, and align shop, logbook, art-kit, and shared utility layouts.
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parent
84695c473b
commit
a60925bf7b
21 changed files with 1150 additions and 385 deletions
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@ -43,6 +43,9 @@ func _run() -> void:
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var hotbar := game_ui.get_node(
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"UIRoot/CanonicalStage/Hotbar"
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) as HotbarUI
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assert(game_ui.get_node_or_null(
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"UIRoot/CanonicalStage/GameplayTransientHUD/EffectStatus"
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) == null)
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var screen_fade := game_ui.get_node("UIRoot/ScreenFade") as Control
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var title_screen := game_ui.get_node("UIRoot/TitleScreen") as TitleScreen
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var title_content_stage := title_screen.get_node(
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@ -154,9 +157,13 @@ func _run() -> void:
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assert(presenter.size.is_equal_approx(Vector2(expected_viewport_size)))
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var chat_panel := chat_ui.get_node("ChatPanel") as Control
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var clock_panel := chat_ui.get_node("WorldClockPanel") as Control
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var status_effect_column := chat_ui.get_node(
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"StatusEffectColumn"
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) as Control
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var weather_icon := chat_ui.get_node("WorldWeatherIcon") as Control
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assert(chat_panel != null)
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assert(clock_panel != null)
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assert(status_effect_column != null)
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assert(weather_icon != null)
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assert(chat_panel.visible)
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assert(is_equal_approx(chat_panel.position.x, 0.0))
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@ -168,6 +175,17 @@ func _run() -> void:
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ChatUI.CLOCK_EDGE_MARGIN,
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ChatUI.CLOCK_EDGE_MARGIN,
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)))
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assert(is_equal_approx(
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status_effect_column.position.x,
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clock_panel.position.x
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+ (ChatUI.CLOCK_SIZE.x - ChatUI.STATUS_EFFECT_ICON_SIZE.x) * 0.5,
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))
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assert(is_equal_approx(
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status_effect_column.position.y,
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clock_panel.position.y
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+ ChatUI.CLOCK_SIZE.y
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+ ChatUI.STATUS_EFFECT_TOP_GAP,
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))
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assert(is_equal_approx(
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weather_icon.position.y, ChatUI.CLOCK_EDGE_MARGIN
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))
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