Add portrait formation rows

This commit is contained in:
2026-06-20 00:19:46 +09:00
parent d1f33c6dcb
commit 18b073f937
3 changed files with 82 additions and 16 deletions

View File

@@ -3008,6 +3008,19 @@ func _check_scene_texture_loading(failures: Array[String]) -> void:
failures.append("shop row tooltip should retain full item detail: %s" % shop_tooltips)
if not _has_descendant_texture(scene.shop_list):
failures.append("shop rows should use item icon artwork")
scene._rebuild_formation_menu()
var formation_visible_text := _collect_child_text(scene.formation_list)
var formation_tooltips := _collect_child_tooltips(scene.formation_list)
if not formation_visible_text.contains("조조") or not formation_visible_text.contains("좌표") or not formation_visible_text.contains("선택"):
failures.append("formation rows should show officer name and compact placement badges: %s" % formation_visible_text)
if formation_visible_text.contains("전장도의") or formation_visible_text.contains("클릭하면"):
failures.append("formation rows should keep placement instructions in hover text: %s" % formation_visible_text)
if not formation_tooltips.contains("금빛 진형 칸") or not formation_tooltips.contains("현재 위치"):
failures.append("formation row tooltip should retain placement instructions: %s" % formation_tooltips)
if not _has_descendant_texture(scene.formation_list):
failures.append("formation rows should reuse officer portrait artwork")
if scene._format_formation_unit_button_text(scene.state.get_unit("cao_cao")).contains(","):
failures.append("formation unit button text should stay compact")
scene.free()
_check_scenario_background_texture_loading(failures)