Use generated gold reward chip

This commit is contained in:
2026-06-20 15:19:39 +09:00
parent 310def9617
commit beb2bdf537
3 changed files with 59 additions and 2 deletions

View File

@@ -10917,7 +10917,7 @@ func _rebuild_result_reward_strip() -> void:
elif bool(battle_result_summary.get("rewards_applied", false)):
var gold_reward := int(battle_result_summary.get("gold", 0))
if gold_reward > 0:
result_reward_strip.add_child(_make_result_reward_text_chip("", "군자금 +%d" % gold_reward))
result_reward_strip.add_child(_make_result_reward_gold_chip(gold_reward))
var item_counts := _result_item_counts(battle_result_summary.get("items", []))
var item_ids := item_counts.keys()
item_ids.sort()
@@ -10962,6 +10962,39 @@ func _make_result_reward_text_chip(label_text: String, tooltip_text: String) ->
return panel
func _make_result_reward_gold_chip(amount: int) -> PanelContainer:
var tooltip := "군자금 +%d" % amount
var panel := _make_result_reward_chip_shell(tooltip)
panel.name = "ResultRewardGoldChip"
var stack := Control.new()
stack.set_anchors_preset(Control.PRESET_FULL_RECT)
stack.tooltip_text = tooltip
panel.add_child(stack)
var icon_rect := TextureRect.new()
icon_rect.name = "ResultRewardGoldIcon"
icon_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon_rect.texture = _load_map_badge_texture("gold")
icon_rect.visible = icon_rect.texture != null
icon_rect.tooltip_text = tooltip
stack.add_child(icon_rect)
var fallback_label := Label.new()
fallback_label.set_anchors_preset(Control.PRESET_FULL_RECT)
fallback_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
fallback_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
fallback_label.text = ""
fallback_label.visible = icon_rect.texture == null
fallback_label.tooltip_text = tooltip
_apply_label_style(fallback_label, UI_PARCHMENT_TEXT, 16)
stack.add_child(fallback_label)
stack.add_child(_make_result_reward_corner_badge("+", tooltip))
return panel
func _make_result_reward_item_chip(item_id: String, count: int) -> PanelContainer:
var item := state.get_item_def(item_id)
var display_name := _item_inventory_display_name(item_id)