Add generated UI button surfaces

This commit is contained in:
2026-06-20 03:28:03 +09:00
parent 5decb837fd
commit 92fc0d9157
8 changed files with 136 additions and 3 deletions

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@@ -35,7 +35,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Pre-battle Formation lets deployed officers swap starting positions inside scenario-defined cells, with portrait rows, readable zone badges, and hover placement instructions.
- Pre-battle briefing shows the campaign chapter, chapter battle number, location, victory/defeat summary, and first-clear reward preview.
- Pre-battle prep commands use compact icon buttons with active selection state and Korean hover labels for chapters, shop, talks, armory, roster, formation, and save records.
- Battle, top-toolbar, and pre-battle command buttons now prefer generated high-resolution bronze/parchment icon art under `art/ui/icons`, with procedural icon drawing kept only as a fallback.
- Battle, top-toolbar, and pre-battle command buttons now prefer generated high-resolution bronze/parchment icon art under `art/ui/icons` and generated lacquer/jade/cinnabar button surfaces under `art/ui/buttons`, with procedural icon drawing and flat button styles kept only as fallbacks.
- Battle maps blend generated terrain texture tiles for plains, forests, hills, wasteland, roads, water, villages, and castles over the high-resolution battlefield backdrop.
- Core UI panels now prefer generated high-resolution lacquer, scroll, jade, and command-seal frame textures under `art/ui/panels`, with the calmer ink/wood/jade flat styles kept as fallbacks instead of the earlier yellow, hard-edged frame treatment.
- Pre-battle Chapters overview shows story-arc progress with map thumbnail rows, compact status badges, hover details, and can open completed or current battles.
@@ -130,7 +130,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Victory and defeat result overlay.
- Dialogue portrait slot stays fixed across speaker and narration lines, with officer default image paths, optional per-line overrides, and speaker-initial or record fallback.
- Initial AI-generated photorealistic officer portraits for Cao Cao, Xiahou Dun, Xiahou Yuan, Cao Ren, Dian Wei, Guo Jia, and Zhang He.
- AI-generated scenario battlefield backgrounds, opening story panels, terrain textures, transparent class units, transparent generic-enemy units, item icons, toolbar UI icons, and generated UI panel frames live under `art/backgrounds`, `art/story`, `art/terrain`, `art/units`, `art/items`, `art/ui/icons`, and `art/ui/panels`.
- AI-generated scenario battlefield backgrounds, opening story panels, terrain textures, transparent class units, transparent generic-enemy units, item icons, toolbar UI icons, generated UI panel frames, and generated button surfaces live under `art/backgrounds`, `art/story`, `art/terrain`, `art/units`, `art/items`, `art/ui/icons`, `art/ui/panels`, and `art/ui/buttons`.
- Battle HUD portrait thumbnails show the selected unit, or a hovered unit when nothing is selected.
- Selected and hovered unit focus text shows combat role, movement type, current terrain move cost, terrain bonuses, core stats, and status effects.
- Dialogue lines can mark speaking side for text alignment inside a fixed visual-novel-style dialogue panel with stable portrait, progress, and previous-line controls.