Add compact generated icon button surfaces

This commit is contained in:
2026-06-20 09:25:32 +09:00
parent 1ec8a78063
commit bd0b7a238e
13 changed files with 271 additions and 13 deletions

File diff suppressed because one or more lines are too long

View File

@@ -138,6 +138,7 @@
- Unit sprites and animations. Board movement now has a short slide animation, attacks request class-specific motion profiles for infantry, archers, cavalry, command units, and heavy warrior/bandit units, and board units show class sprite tokens, team rings, officer/generic identity marks, low-HP warning rings, and small status pips for active support, debuff, poison, seal, snare, and disarm effects, with HUD summaries showing remaining phases.
- Battlefield presentation. Maps can draw a high-resolution background under translucent terrain overlays, with terrain-specific detail patterns, connected road segments, shoreline/castle/forest/hill edge blends, and generic-enemy token marks.
- Battle HUD presentation. Selected and hovered units now summarize battlefield role, movement type, current terrain move cost, defense/avoid bonuses, core stats, status effects, and gear so class identity reads alongside the visual tokens.
- Command surface polish. Text buttons keep wide lacquer/jade/cinnabar generated surfaces, while top-toolbar, battle-command, and prep-command icon-only buttons use compact generated bronze/jade surfaces instead of compressed text-button frames.
- Battle effects. First floating combat text now covers damage, recovery, misses, support effects, poison ticks, item and gold pickups, AI target-focus changes, level-ups, and promotions. Hover target preview badges summarize attacks, tactics, and items, and the board can overlay enemy threat ranges with physical damage and hostile tactic hints.
- Music and sound. Longer procedural draft BGM and basic SFX now play for menus, battle flow, unit actions, tactics, items, and result states.
- Chapter UI, objective presentation, and visual novel scenes. Pre-battle briefing now uses campaign chapter ranges for chapter-aware numbering, has a chapter progress/replay overview plus objective/progress/risk tracker, active battle HUD shows the same live objective panel, and dialogue lines can choose left or right portrait placement in an expanded portrait dialogue panel with progress and previous-line controls.