feedback7 R22-LOADOUT: 干员调配's roster is one list — a row per operator with the quick skill / module choices and the 潜能 / 练度 selects in aligned columns — and the detail opens with 潜能与练度; golden: unchanged
The owner's decisions of 2026-10-08: 「D12 [PR #301] 可以做,具体布局怎么优化你来决定,他那样确实方便,但是三个竖排有点乱影响 观感」 and 「D7D8调配干员里自己设置吧,默认满潜满加成」. The quick choices are PR #301's idea (by @farridge); the layout is new: one list instead of three columns of cards. - screens/loadout.js: RosterHead + RosterRow — every row the same four columns under a sticky head (干员 | 技能 | 模组 精锐 | 潜能 · 练度): portrait / name / bonds (selects, opens the detail), three skill slots (an empty one for a two-skill chess; the label says slot, name, SP, duration — quickSkillTags), the elite's modules (不装备 first), the 潜能 / 练度 selects; a quick choice goes through setChoice / setEntries like the detail and keeps a phone on the list. The detail's 普通 / 精锐 skill toggle is one preview for the skills, the 特质 and the rows. The detail opens with the 潜能与练度 section; 恢复默认 / 全部恢复默认 reset the settings too (全部: the roster's operators — a 自选 pick's stay with the 自选编队 tab); 导入 reports a settings-only import; ←/→ stay inside a focused row's choices. - screens/cultivation.js (new): CultivationSelects (two compact selects; quiet at the defaults, mint when changed) and CultivationSection (潜能 1–6 and the four official tiers — effects.json names and effect texts — the rule in one line, the stand-in note for a chess marked not owned). - screens/diy.js: an owned 自选 pick's slot card carries its operator's selects; a prototype says it has neither. - css: the head and the rows share one grid (`--cols`), 32 px quick targets (40 px on a coarse pointer); the detail slides over the list below 1000 px (was 760 px); below 700 px the row's bonds give way to the name. Headless check at 1920 × 1080, 1366 × 768, 844 × 390 and 667 × 375: no sideways overflow, the head's columns equal every row's. - The 局内数值 caption says 含潜能与练度 when the numbers carry both (effects.json loaded); the overlay's note says the skills, modules, 潜能 and 练度 can be set (the operator's in-match level cannot). - i18n: 21 strings in the four packs (the tier names, short tier labels, the notes, the reset confirm, the import toast). - Docs: design/match.md (the list, the 潜能与练度 section, 导出's `ops`), ARCHITECTURE.md (screens/cultivation.js). - Tests: test/ui/loadout-rows.test.js (new, 7): a row's pick / skill slots / modules / aria-pressed / callbacks and the shared 精锐 preview, its selects (values, options, a change, the changed mark, a stand-in), the head, the detail's section (tiers from effects.json, the effect text, the stand-in note), a 自选 owned pick vs a prototype, 局内数值 at 潜能1 / 未精英化 and at the defaults with its caption, the css grid and breakpoints. e2e (not run here; their steps replayed with a headless page): the row pick selector, the phone test (one list, 40 px targets, the detail slides over, back to the list), the 局内数值 expectations ×1.1, a new 潜能 / 练度 flow (row select → stored, 部署费用 17 / 攻击 454; the detail's 未精英化 → 413; the row follows; 恢复默认).
This commit is contained in:
1 parent
519f04e2d5
commit
dc336f24a1
14 files changed
+673
-149
No files matched your search
@@ -103,7 +103,7 @@ so old imports keep working: `public/js/ui/gameLogic.js` (`public/js/ui/gameLogi
|
||||
| `public/index.html`, `public/js/main.js` | the page and its entry: boot, the router (title → lobby → room → game) |
|
||||
| `public/js/net.js`, `public/js/store.js`, `public/js/data.js` | the socket client, the observable store, the data loader (`/data/*.json`, with the English overlay) |
|
||||
| `public/js/battle/` | `runner.js` (the local battle: loads `/sim/`, steps it, reports), `observe.js` (who may watch which field) |
|
||||
| `public/js/screens/` | `title.js`, `lobby.js`, `room.js`, `loadout.js` (干员调配), `ownership.js` (干员持有), `diy.js` (自选编队), `briefing.js`, `bandDraft.js`, `game.js` with `public/js/screens/game/`, `result.js` |
|
||||
| `public/js/screens/` | `title.js`, `lobby.js`, `room.js`, `loadout.js` (干员调配), `cultivation.js` (its 潜能 / 练度 controls), `ownership.js` (干员持有), `diy.js` (自选编队), `briefing.js`, `bandDraft.js`, `game.js` with `public/js/screens/game/`, `result.js` |
|
||||
| `public/js/ui/` | the HUD components (`hud.js`, `shopBar.js`, `detailPanel.js`, `bondStrip.js`, `teamPanel.js` …); `public/js/ui/gameLogic/` the pure in-match logic, unit-tested in Node |
|
||||
| `public/js/render/` | the field view: `app.js` with `public/js/render/app/`, `units.js` and `spine.js` (models), `tiles.js`, `projection.js`, `interp.js`, `pick.js`, `drag.js`, `public/js/render/fx/` (effects; `kinds.js` maps the fx kinds), `public/js/render/board3d/` (the official 3D board) |
|
||||
| `public/css/`, `public/i18n/<code>.json` | the styles; the UI strings of each language pack (English ships) |
|
||||
|
||||
Reference in new issue
Block a user