Add minimap map navigation

This commit is contained in:
2026-06-19 18:04:41 +09:00
parent 71e6abb986
commit 49cf3a735f
4 changed files with 418 additions and 95 deletions

View File

@@ -3111,11 +3111,11 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
_check_panel_style_frame(failures, scene.briefing_objective_panel, "briefing objective edict panel", Color(0.12, 0.060, 0.026, 0.98), 10)
_check_panel_style_fill(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.42, 0.27, 0.095, 0.995))
_check_panel_style_frame(failures, scene.briefing_camp_overview_panel, "briefing silk map panel", Color(0.12, 0.060, 0.026, 0.98), 7)
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.070, 0.024, 0.012, 0.986))
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.37, 0.20, 0.070, 1.0), 14)
_check_panel_style_fill(failures, scene.dialogue_panel, "dialogue panel", Color(0.055, 0.028, 0.016, 0.982))
_check_panel_style_frame(failures, scene.dialogue_panel, "dialogue panel", Color(0.30, 0.18, 0.075, 1.0), 12)
_check_panel_style_fill(failures, scene.dialogue_portrait_panel, "dialogue portrait panel", Color(0.035, 0.014, 0.008, 1.0))
_check_panel_style_fill(failures, scene.dialogue_speaker_panel, "dialogue speaker seal panel", Color(0.36, 0.025, 0.016, 0.995))
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.72, 0.53, 0.25, 0.998))
_check_panel_style_fill(failures, scene.dialogue_text_panel, "dialogue text scroll panel", Color(0.61, 0.47, 0.26, 0.996))
if scene.screen_backdrop == null:
failures.append("ancient briefing screen should create an ink-wash backdrop")
else:
@@ -3140,8 +3140,17 @@ func _check_ancient_ui_theme(failures: Array[String]) -> void:
_check_bamboo_gutter_row(failures, scene.dialogue_text_panel, "dialogue scroll bamboo gutters")
_check_bamboo_gutter_row(failures, scene.mission_detail_panel, "mission detail bamboo gutters")
_check_edict_marker_stack(failures, scene.briefing_objective_panel, "briefing objective edict markers")
_check_edict_marker_stack(failures, scene.dialogue_text_panel, "dialogue scroll edict markers")
_check_edict_marker_stack(failures, scene.mission_detail_panel, "mission detail edict markers")
var cell_info_panel: PanelContainer = null
if scene.cell_info_label != null:
cell_info_panel = scene.cell_info_label.get_parent() as PanelContainer
_check_panel_style_fill(failures, cell_info_panel, "HUD terrain info panel", Color(0.075, 0.050, 0.034, 0.88))
_check_panel_style_frame(failures, cell_info_panel, "HUD terrain info panel", Color(0.31, 0.22, 0.12, 0.96), 3)
var forecast_panel: PanelContainer = null
if scene.forecast_label != null:
forecast_panel = scene.forecast_label.get_parent() as PanelContainer
_check_panel_style_fill(failures, forecast_panel, "HUD forecast info panel", Color(0.075, 0.050, 0.034, 0.88))
_check_panel_style_frame(failures, forecast_panel, "HUD forecast info panel", Color(0.31, 0.22, 0.12, 0.96), 3)
_check_hanging_tassel(failures, scene.dialogue_left_tassel, "dialogue left tassel")
_check_hanging_tassel(failures, scene.dialogue_right_tassel, "dialogue right tassel")
_check_dialogue_column_budget(failures, scene)