Add return control for unit inspection

This commit is contained in:
2026-06-21 06:35:59 +09:00
parent 57c56d90fd
commit 0ad8488747
2 changed files with 52 additions and 0 deletions

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@@ -3637,6 +3637,22 @@ func _check_hud_focus_text(failures: Array[String]) -> void:
failures.append("enemy inspection should not expose player command buttons")
if not scene._hover_info_badge().is_empty():
failures.append("enemy inspection should keep duplicate map hover badges hidden")
if scene.side_inspection_back_button == null:
failures.append("enemy inspection should expose a readable return-to-list button")
elif not scene.side_inspection_back_button.visible or scene.side_inspection_back_button.text != "목록으로":
failures.append("enemy inspection return button should be visible and clearly labeled: %s" % ("" if scene.side_inspection_back_button == null else scene.side_inspection_back_button.text))
elif not scene.side_inspection_back_button.tooltip_text.contains("일람") or not scene.side_inspection_back_button.tooltip_text.contains("장만성"):
failures.append("enemy inspection return button should explain the inspected unit and list return: %s" % scene.side_inspection_back_button.tooltip_text)
scene._on_side_inspection_back_pressed()
if scene.side_inspected_unit_id != "":
failures.append("return button should close enemy inspection: %s" % scene.side_inspected_unit_id)
if scene.side_unit_overview_panel == null or not scene.side_unit_overview_panel.visible:
failures.append("return button should restore the overview list")
if scene.side_unit_overview_enemy_button == null or not scene.side_unit_overview_enemy_button.button_pressed:
failures.append("return button should preserve the enemy overview tab")
if scene.side_inspection_back_button != null and scene.side_inspection_back_button.visible:
failures.append("return button should hide again after returning to the overview")
scene._on_side_unit_overview_row_pressed("yellow_turban_1")
scene._handle_cancel_input()
if scene.side_inspected_unit_id != "":
failures.append("cancel should close enemy inspection: %s" % scene.side_inspected_unit_id)