refactor(deck): UI 저작 모듈(hud/*, gen-cardhand) legacy로 이동
UI를 메이커 저작으로 전환 — 생성기는 더 이상 .ui를 만들지 않는다. hud/* 15종 + gen-cardhand.mjs를 tools/deck/legacy/로 이동(휴면). (이 커밋 시점 gen-slaydeck import는 깨짐 — Task 3·4에서 정리) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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51
tools/deck/legacy/hud/jobchoice.mjs
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51
tools/deck/legacy/hud/jobchoice.mjs
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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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import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, luaSoulShopTable, CARDFRAMES, RARITIES, frameRuid, luaFramesTable, luaNodeIconsTable, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, luaRelicsTable, POTIONS, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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export function buildJobChoice() {
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const jobChoice = [];
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const jobChoiceHud = entity({
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id: guid('job', 0),
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path: '/ui/DefaultGroup/JobChoiceHud',
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modelId: 'uisprite', entryId: 'UISprite',
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componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent',
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displayOrder: 9,
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components: [
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transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 1920, y: 1080 }, pos: { x: 0, y: 0 }, align: ALIGN_CENTER }),
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sprite({ color: { r: 0.05, g: 0.06, b: 0.09, a: 0.92 }, type: 1, raycast: true }),
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],
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});
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jobChoiceHud.jsonString.enable = false;
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jobChoice.push(jobChoiceHud);
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jobChoice.push(entity({
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id: guid('job', 1),
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path: '/ui/DefaultGroup/JobChoiceHud/Title',
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modelId: 'uitext', entryId: 'UIText',
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componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.TextComponent',
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displayOrder: 0,
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components: [
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transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 800, y: 60 }, pos: { x: 0, y: 220 } }),
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sprite({ color: TRANSPARENT }),
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text({ value: '보스 처치 보상을 선택하세요', fontSize: 36, bold: true, color: GOLD, alignment: 4 }),
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],
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}));
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const jcButtons = [
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['RelicButton', '유물 획득', -240, { r: 0.7, g: 0.55, b: 0.85, a: 1 }],
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['JobButton', '2차 전직', 240, { r: 0.86, g: 0.6, b: 0.3, a: 1 }],
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];
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jcButtons.forEach(([suffix, label, x, color], bi) => {
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jobChoice.push(entity({
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id: guid('job', 2 + bi),
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path: `/ui/DefaultGroup/JobChoiceHud/${suffix}`,
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modelId: 'uibutton', entryId: 'UIButton',
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componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.ButtonComponent,MOD.Core.TextComponent',
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displayOrder: 1 + bi,
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components: [
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transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 380, y: 140 }, pos: { x, y: 0 } }),
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sprite({ color, type: 1, raycast: true }),
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button(),
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text({ value: label, fontSize: 32, bold: true, color: { r: 1, g: 1, b: 1, a: 1 }, alignment: 4 }),
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],
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}));
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});
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return jobChoice;
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}
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