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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 太好了😈🧡 這兩個都是「玩家體驗的禮貌」+「防呆設計」,做完整個質感會直接升級,而且完全不會動到核心系統(安全!) === 太好了😈🧡 這兩個都是「玩家體驗的禮貌」+「防呆設計」,做完整個質感會直接升級,而且完全不會動到核心系統(安全!) 你要的其實是兩段式流程: # Stage Clear Banner 1 秒(阻止誤觸) # 三選一 → 點選後跳確認框(可取消、避免誤選) 我直接給你一顆超聚焦的 Patch(J),你貼 GEMINI 就行。 ==== <syntaxhighlight lang="text">Patch J / UX safety: Stage Clear delay + Confirm selection ==== Do NOT change combat math, enemies, rooms, exits, or upgrade effects. Only change the post-clear UI flow to prevent accidental picks. Goal: After clearing a room: 1) show a "STAGE CLEAR" banner for 1.0s 2) then show the 3-choice upgrade panel 3) when player clicks/presses 1/2/3, open a confirm dialog: * Confirm / Cancel * only apply upgrade on Confirm Implementation details: A) Add a simple UI state machine: * uiState = "COMBAT" | "CLEAR_BANNER" | "REWARD_SELECT" | "REWARD_CONFIRM" * On room cleared: uiState = "CLEAR_BANNER" bannerTimer = 1.0 seconds Disable all reward input during CLEAR_BANNER * When bannerTimer <= 0: uiState = "REWARD_SELECT" Show 3 upgrade cards, accept input B) Confirm dialog: * On selecting a card in REWARD_SELECT: store pendingChoice = that card uiState = "REWARD_CONFIRM" Show modal dialog: Title: "Confirm Upgrade" Body: upgrade name + effect Buttons: Confirm / Cancel * If Cancel: uiState returns to "REWARD_SELECT" (no upgrade applied) * If Confirm: apply upgrade close modal continue flow (unlock exits / allow next room as current behavior) C) Input safety: * During CLEAR_BANNER and REWARD_CONFIRM, prevent shooting/movement inputs from triggering UI. * Clicking outside the confirm dialog cancels (optional). * Keyboard shortcuts: * In confirm modal: Enter = Confirm, Esc = Cancel Acceptance: * After the last enemy dies, player always sees "STAGE CLEAR" for ~1s before reward UI appears. * No accidental upgrade selection can occur without a confirm step. * Cancel returns to the 3-choice screen without applying anything. </syntaxhighlight> ===== 你可以再加一句(如果你覺得常誤觸): ===== * 三選一界面出現後,前 0.3 秒不接受點擊(防止「最後一發滑鼠按住」那種連點穿透) 要就加這句在 Patch J 最後: : 你這句「一切結束之後就可以導入劇情」我超同意: 現在你是在做可玩的骨架,接著做節奏與防呆,再來才是劇情&素材,這是最不痛苦的製程😈📚🎮 如果你願意,下一步我們可以一起定「劇情導入的最小框架」: * Safe Room 裡的簡短對話(任務簡報) * Boss 後的「難度躍遷」一段文字(像 AC 那種冷硬通訊) 但先把 Patch J 種下去,讓 UI 體驗完美收官 🧡
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