From baad37c08110f7537512e7b94fcdd51bfe56c6af Mon Sep 17 00:00:00 2001 From: Wickedness Date: Sat, 20 Jun 2026 23:58:33 +0900 Subject: [PATCH] Clarify side HUD context labels --- scripts/scenes/battle_scene.gd | 12 ++++++------ tools/smoke_visual_assets.gd | 6 +++--- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/scripts/scenes/battle_scene.gd b/scripts/scenes/battle_scene.gd index 9bb916b..f4bb256 100644 --- a/scripts/scenes/battle_scene.gd +++ b/scripts/scenes/battle_scene.gd @@ -11034,7 +11034,7 @@ func _format_cell_info_summary_text(cell: Vector2i) -> String: if not state.is_inside(cell): return "" var summary := state.get_cell_summary(cell) - var parts: Array[String] = [_terrain_display_name(str(summary["terrain"]))] + var parts: Array[String] = ["지형: %s" % _terrain_display_name(str(summary["terrain"]))] var heal := int(summary.get("heal", 0)) var objective_cell_label := state.get_objective_cell_label(cell) if not objective_cell_label.is_empty(): @@ -17568,14 +17568,14 @@ func _format_inventory_status_summary_text() -> String: other_count += count var parts: Array[String] = [] if consumable_count > 0: - parts.append("소 %d" % consumable_count) + parts.append("도구 %d" % consumable_count) if equipment_count > 0: - parts.append("병 %d" % equipment_count) + parts.append("병장 %d" % equipment_count) if other_count > 0: - parts.append("잡 %d" % other_count) + parts.append("잡품 %d" % other_count) if parts.is_empty(): - return "군수 없음" - return _join_strings(parts, " · ") + return "군수: 없음" + return "군수: %s" % _join_strings(parts, " · ") func _should_show_selection_inventory_hint() -> bool: diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index 28134c9..27c7277 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -3545,8 +3545,8 @@ func _check_hud_focus_text(failures: Array[String]) -> void: failures.append("selected label should not duplicate HP/MP bars: %s" % scene.selected_label.text) if scene.selected_label.text.contains("군령:"): failures.append("selected label should move command availability into visual badges: %s" % scene.selected_label.text) - if scene.inventory_label == null or scene.inventory_label.text.contains("군수:") or scene.inventory_label.text.contains("소모") or scene.inventory_label.text.contains("병장"): - failures.append("inventory HUD summary should stay compact and leave details to tooltip: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text)) + if scene.inventory_label == null or not scene.inventory_label.text.begins_with("군수:") or scene.inventory_label.text.contains("소모품"): + failures.append("inventory HUD summary should name the ledger without dense stock wording: %s" % ("" if scene.inventory_label == null else scene.inventory_label.text)) elif not scene.inventory_label.tooltip_text.contains("군수:"): failures.append("inventory HUD tooltip should preserve full inventory detail: %s" % scene.inventory_label.tooltip_text) _check_side_action_option_text(failures, scene, cao_cao) @@ -5662,7 +5662,7 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void: failures.append("idle forecast panel should stay hidden instead of showing empty tactical text") scene.hover_cell = Vector2i(20, 1) scene._update_cell_info() - if scene.cell_info_label == null or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"): + if scene.cell_info_label == null or not scene.cell_info_label.text.begins_with("지형:") or not scene.cell_info_label.text.contains("목표 성채 장악") or not scene.cell_info_label.text.contains("회복 +8"): failures.append("castle objective cell info should expose capture label and healing: %s" % scene.cell_info_label.text) if scene.cell_info_label != null and (scene.cell_info_label.text.contains("행") or scene.cell_info_label.text.contains("방+")): failures.append("visible cell info should leave terrain numbers to the tooltip: %s" % scene.cell_info_label.text)