Improve unit focus HUD details

This commit is contained in:
2026-06-18 17:26:57 +09:00
parent 26741b97dd
commit c928bb64b7
5 changed files with 118 additions and 46 deletions

View File

@@ -12,7 +12,7 @@
- Scenario briefing before battle with a campaign chapter header, battle header, objective summary, and reward preview.
- Select player units.
- Show move and attack ranges.
- Show hover tile and unit information, including class, movement type, AGI, movement, range, and equipped gear.
- Show selected/hover unit information, including class role, movement type, current terrain move cost/bonuses, core stats, status effects, and equipped gear.
- Enemy threat range overlay with tile-level threat source, physical damage hints, and hostile tactic hints.
- Show basic damage forecast.
- Move, attack, wait, and end turn.
@@ -137,6 +137,7 @@
- Portrait and art pipeline. Officer definitions can provide default portrait paths, classes can provide board `sprite` paths, items can provide `icon` paths, scenarios can provide map `background` paths, and the first generated officer portraits, unit sprites, item icons, and battlefield background are in `art/`.
- Unit sprites and animations. Board movement now has a short slide animation, attacks request a short strike animation, and board units show class sprite tokens, team rings, class badges, 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 first terrain-specific detail patterns for plains, forest, hill, road, water, and castle cells.
- 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.
- 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. Basic placeholder BGM and 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.