refactor(cb): 분리 모듈 단일문자 지역변수 의미명으로 개명
손댄 모듈(screens·navigation·layout)의 단일문자 Lua 지역변수를 의미가 드러나는 이름으로 변경(규칙 시연): - ActivateUIGroups: grp/n/g → enableGroup/name/group - RenderSoulLabel: s → soulPoints - BindLobbyButtons: e/fn → entity/handler - GoLobbyMap: lp/go → localPlayer/tryTeleport - TeleportToActMap: lp → localPlayer - PositionMonsterSlot: m/tr/wp/e → monster/transform/worldPos/slotEntity 검증: cbset = 위 6개 메서드만 본문 변경(추가/삭제 0), cbgap GAP 0, 테스트 93/93. 산출물 재생성(SlayDeckController.codeblock) 포함. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -3,19 +3,19 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const layoutMethods = [
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method('PositionMonsterSlot', `local m = self.Monsters[slot]
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if m == nil or m.entity == nil or not isvalid(m.entity) then
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method('PositionMonsterSlot', `local monster = self.Monsters[slot]
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if monster == nil or monster.entity == nil or not isvalid(monster.entity) then
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return
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end
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local tr = m.entity.TransformComponent
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if tr == nil then
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local transform = monster.entity.TransformComponent
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if transform == nil then
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return
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end
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local wp = tr.WorldPosition
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local screen = _UILogic:WorldToScreenPosition(Vector2(wp.x, wp.y + ${HEAD_OFFSET_Y}))
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local worldPos = transform.WorldPosition
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local screen = _UILogic:WorldToScreenPosition(Vector2(worldPos.x, worldPos.y + ${HEAD_OFFSET_Y}))
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local uipos = _UILogic:ScreenToUIPosition(screen)
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local e = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/MonsterStatus" .. tostring(slot))
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if e ~= nil and e.UITransformComponent ~= nil then
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e.UITransformComponent.anchoredPosition = uipos
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local slotEntity = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/MonsterStatus" .. tostring(slot))
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if slotEntity ~= nil and slotEntity.UITransformComponent ~= nil then
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slotEntity.UITransformComponent.anchoredPosition = uipos
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end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]),
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];
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