feat(charselect): 캐릭터 이미지 컨트롤러 런타임 주입 (ClassPortraits)
luaCharsTable() 신설(characters.json→self.ClassPortraits), boot/run 시드 +
prop, RenderCharacterSelect가 각 {key}Button/Art ImageRUID를 경로로 주입.
(메이커 저작 레이아웃이어도 컨트롤러가 이미지 채움 = 패턴 b 내용주입.)
산출물: SlayDeckController.codeblock 재생성 포함.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -79,6 +79,10 @@ function luaNodeIconsTable() {
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const rows = Object.entries(NODEICONS.icons).map(([t, ruid]) => `\t${t} = ${luaStr(ruid)},`).join('\n');
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return `self.NodeIcons = {\n${rows}\n}`;
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}
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function luaCharsTable() {
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const rows = Object.entries(CHARS.portraits).map(([c, ruid]) => `\t${c} = ${luaStr(ruid)},`).join('\n');
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return `self.ClassPortraits = {\n${rows}\n}`;
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}
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// 맵은 런타임 절차 생성(GenerateMap Lua ↔ tools/map/rogue-map.mjs 미러). 정적 data/map.json 제거됨.
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const MAP_ROWS = 6; // 걷는 행 1..6, 보스 row 7 (depth 최대 7)
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@@ -194,4 +198,4 @@ function luaDeckTable(deck) {
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return `self.DrawPile = { ${deck.map(luaStr).join(', ')} }`;
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}
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export { 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 };
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export { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, luaSoulShopTable, CARDFRAMES, RARITIES, frameRuid, luaFramesTable, luaNodeIconsTable, luaCharsTable, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, luaRelicsTable, POTIONS, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable };
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