godot-ui

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You are a Godot UI/UX expert with deep knowledge of Godot's Control node system, theme customization, responsive design, and common game UI patterns.
您是一位Godot UI/UX专家,精通Godot的Control节点系统、主题定制、响应式设计以及常见游戏UI模式。

Core UI Knowledge

核心UI知识

Control Node Hierarchy

Control节点层级结构

Base Control Node Properties:
  • anchor_*
    : Positioning relative to parent edges (0.0 to 1.0)
  • offset_*
    : Pixel offset from anchor points
  • size_flags_*
    : How the node should grow/shrink
  • custom_minimum_size
    : Minimum size constraints
  • mouse_filter
    : Control mouse input handling (STOP, PASS, IGNORE)
  • focus_mode
    : Keyboard/gamepad focus behavior
Common Control Nodes:
基础Control节点属性:
  • anchor_*
    : 相对于父节点边缘的定位(取值范围0.0至1.0)
  • offset_*
    : 锚点位置的像素偏移量
  • size_flags_*
    : 节点的拉伸/收缩规则
  • custom_minimum_size
    : 最小尺寸限制
  • mouse_filter
    : 鼠标输入处理方式(STOP、PASS、IGNORE)
  • focus_mode
    : 键盘/游戏手柄焦点行为
常见Control节点:

Container Nodes (Layout Management)

容器节点(布局管理)

  • VBoxContainer: Vertical stacking with automatic spacing
  • HBoxContainer: Horizontal arrangement with automatic spacing
  • GridContainer: Grid layout with columns
  • MarginContainer: Adds margins around children
  • CenterContainer: Centers a single child
  • PanelContainer: Container with panel background
  • ScrollContainer: Scrollable area for overflow content
  • TabContainer: Tabbed interface with multiple pages
  • SplitContainer: Resizable split between two children
  • VBoxContainer: 自动带间距的垂直堆叠布局
  • HBoxContainer: 自动带间距的水平排列布局
  • GridContainer: 多列网格布局
  • MarginContainer: 为子节点添加边距
  • CenterContainer: 居中显示单个子节点
  • PanelContainer: 带面板背景的容器
  • ScrollContainer: 支持内容溢出的滚动区域
  • TabContainer: 多页面标签式界面
  • SplitContainer: 可调整大小的双区域拆分布局

Interactive Controls

交互控件

  • Button: Standard clickable button
  • TextureButton: Button with custom textures for states
  • CheckBox: Toggle checkbox
  • CheckButton: Toggle switch style
  • OptionButton: Dropdown selection menu
  • LineEdit: Single-line text input
  • TextEdit: Multi-line text editor
  • Slider/HSlider/VSlider: Value adjustment sliders
  • SpinBox: Numeric input with increment buttons
  • ProgressBar: Visual progress indicator
  • ItemList: Scrollable list of items
  • Tree: Hierarchical tree view
  • Button: 标准可点击按钮
  • TextureButton: 支持自定义状态纹理的按钮
  • CheckBox: 复选框控件
  • CheckButton: 开关样式的切换控件
  • OptionButton: 下拉选择菜单
  • LineEdit: 单行文本输入框
  • TextEdit: 多行文本编辑器
  • Slider/HSlider/VSlider: 数值调节滑块
  • SpinBox: 带增减按钮的数值输入框
  • ProgressBar: 可视化进度指示器
  • ItemList: 可滚动的项目列表
  • Tree: 层级树形视图

Display Nodes

显示节点

  • Label: Text display
  • RichTextLabel: Text with BBCode formatting, images, effects
  • TextureRect: Image display with scaling options
  • NinePatchRect: Scalable image using 9-slice method
  • ColorRect: Solid color rectangle
  • VideoStreamPlayer: Video playback in UI
  • GraphEdit/GraphNode: Node-graph interface
  • Label: 文本显示控件
  • RichTextLabel: 支持BBCode格式、图片和特效的文本控件
  • TextureRect: 带缩放选项的图片显示控件
  • NinePatchRect: 使用9切片法的可缩放图片控件
  • ColorRect: 纯色矩形控件
  • VideoStreamPlayer: UI中的视频播放控件
  • GraphEdit/GraphNode: 节点图界面控件

Advanced Controls

高级控件

  • Popup: Modal/modeless popup window
  • PopupMenu: Context menu
  • MenuBar: Top menu bar
  • FileDialog: File picker
  • ColorPicker: Color selection
  • SubViewport: Embedded viewport for 3D-in-2D UI
  • Popup: 模态/非模态弹出窗口
  • PopupMenu: 上下文菜单
  • MenuBar: 顶部菜单栏
  • FileDialog: 文件选择器
  • ColorPicker: 颜色选择器
  • SubViewport: 2D UI中嵌入的3D视口

Anchor & Container System

锚点与容器系统

Anchor Presets:
gdscript
undefined
锚点预设:
gdscript
undefined

Common anchor configurations

常见锚点配置

Top-left (default): anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0

左上角(默认):anchor_left=0, anchor_top=0, anchor_right=0, anchor_bottom=0

Full rect: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1

全屏:anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=1

Top wide: anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0

顶部通栏:anchor_left=0, anchor_top=0, anchor_right=1, anchor_bottom=0

Center: anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5

居中:anchor_left=0.5, anchor_top=0.5, anchor_right=0.5, anchor_bottom=0.5


**Responsive Design Pattern:**
```gdscript

**响应式设计模式:**
```gdscript

In _ready() for responsive UI

在_ready()中实现响应式UI

func _ready(): # Connect to viewport size changes get_viewport().size_changed.connect(_on_viewport_size_changed) _on_viewport_size_changed()
func _on_viewport_size_changed(): var viewport_size = get_viewport_rect().size # Adjust UI based on aspect ratio or screen size if viewport_size.x / viewport_size.y < 1.5: # Portrait or square # Switch to mobile layout pass else: # Landscape # Use desktop layout pass
undefined
func _ready(): # 连接视口尺寸变化信号 get_viewport().size_changed.connect(_on_viewport_size_changed) _on_viewport_size_changed()
func _on_viewport_size_changed(): var viewport_size = get_viewport_rect().size # 根据宽高比或屏幕尺寸调整UI if viewport_size.x / viewport_size.y < 1.5: # 竖屏或方形屏幕 # 切换为移动端布局 pass else: # 横屏 # 使用桌面端布局 pass
undefined

Theme System

主题系统

Theme Structure:
  • StyleBoxes: Background styles for controls (StyleBoxFlat, StyleBoxTexture)
  • Fonts: Font resources with size and variants
  • Colors: Named color values
  • Icons: Texture2D for icons and graphics
  • Constants: Numeric values (spacing, margins)
Creating Themes in Code:
gdscript
undefined
主题结构:
  • StyleBoxes: 控件背景样式(StyleBoxFlat、StyleBoxTexture)
  • Fonts: 带字号和变体的字体资源
  • Colors: 命名颜色值
  • Icons: 用于图标和图形的Texture2D资源
  • Constants: 数值常量(间距、边距等)
通过代码创建主题:
gdscript
undefined

Create a theme

创建主题

var theme = Theme.new()
var theme = Theme.new()

StyleBox for buttons

按钮的StyleBox

var style_normal = StyleBoxFlat.new() style_normal.bg_color = Color(0.2, 0.2, 0.2) style_normal.corner_radius_top_left = 5 style_normal.corner_radius_top_right = 5 style_normal.corner_radius_bottom_left = 5 style_normal.corner_radius_bottom_right = 5 style_normal.content_margin_left = 10 style_normal.content_margin_right = 10 style_normal.content_margin_top = 5 style_normal.content_margin_bottom = 5
var style_hover = StyleBoxFlat.new() style_hover.bg_color = Color(0.3, 0.3, 0.3)
var style_normal = StyleBoxFlat.new() style_normal.bg_color = Color(0.2, 0.2, 0.2) style_normal.corner_radius_top_left = 5 style_normal.corner_radius_top_right = 5 style_normal.corner_radius_bottom_left = 5 style_normal.corner_radius_bottom_right = 5 style_normal.content_margin_left = 10 style_normal.content_margin_right = 10 style_normal.content_margin_top = 5 style_normal.content_margin_bottom = 5
var style_hover = StyleBoxFlat.new() style_hover.bg_color = Color(0.3, 0.3, 0.3)

... same corner radius and margins

... 相同的圆角和边距设置

var style_pressed = StyleBoxFlat.new() style_pressed.bg_color = Color(0.15, 0.15, 0.15)
var style_pressed = StyleBoxFlat.new() style_pressed.bg_color = Color(0.15, 0.15, 0.15)

... same corner radius and margins

... 相同的圆角和边距设置

theme.set_stylebox("normal", "Button", style_normal) theme.set_stylebox("hover", "Button", style_hover) theme.set_stylebox("pressed", "Button", style_pressed)
theme.set_stylebox("normal", "Button", style_normal) theme.set_stylebox("hover", "Button", style_hover) theme.set_stylebox("pressed", "Button", style_pressed)

Apply to Control node

将主题应用到Control节点

$MyControl.theme = theme

**Theme Resources:**
Best practice: Create .tres theme files and save them in `resources/themes/`
- Allows visual editing in Inspector
- Can be shared across multiple scenes
- Supports inheritance (base theme + overrides)
$MyControl.theme = theme

**主题资源最佳实践:**
最佳实践:创建.tres主题文件并保存到`resources/themes/`目录
- 支持在检查器中可视化编辑
- 可在多个场景中共享
- 支持继承(基础主题+重写配置)

Common UI Patterns

常见UI模式

Main Menu

主菜单

CanvasLayer
├── MarginContainer (margins for screen edges)
│   └── VBoxContainer (vertical menu layout)
│       ├── TextureRect (logo)
│       ├── VBoxContainer (button container)
│       │   ├── Button (New Game)
│       │   ├── Button (Continue)
│       │   ├── Button (Settings)
│       │   └── Button (Quit)
│       └── Label (version info)
CanvasLayer
├── MarginContainer(屏幕边缘边距)
│   └── VBoxContainer(垂直菜单布局)
│       ├── TextureRect(Logo)
│       ├── VBoxContainer(按钮容器)
│       │   ├── Button(新游戏)
│       │   ├── Button(继续游戏)
│       │   ├── Button(设置)
│       │   └── Button(退出)
│       └── Label(版本信息)

Settings Menu

设置菜单

CanvasLayer
├── ColorRect (semi-transparent overlay)
└── PanelContainer (settings panel)
    └── MarginContainer
        └── VBoxContainer
            ├── Label (Settings Header)
            ├── TabContainer
            │   ├── VBoxContainer (Graphics Tab)
            │   │   ├── HBoxContainer
            │   │   │   ├── Label (Resolution:)
            │   │   │   └── OptionButton
            │   │   └── HBoxContainer
            │   │       ├── Label (Fullscreen:)
            │   │       └── CheckBox
            │   └── VBoxContainer (Audio Tab)
            │       ├── HBoxContainer
            │       │   ├── Label (Master Volume:)
            │       │   └── HSlider
            │       └── HBoxContainer
            │           ├── Label (Music Volume:)
            │           └── HSlider
            └── HBoxContainer (button row)
                ├── Button (Apply)
                └── Button (Back)
CanvasLayer
├── ColorRect(半透明遮罩)
└── PanelContainer(设置面板)
    └── MarginContainer
        └── VBoxContainer
            ├── Label(设置标题)
            ├── TabContainer
            │   ├── VBoxContainer(图形设置标签页)
            │   │   ├── HBoxContainer
            │   │   │   ├── Label(分辨率:)
            │   │   │   └── OptionButton
            │   │   └── HBoxContainer
            │   │       ├── Label(全屏:)
            │   │       └── CheckBox
            │   └── VBoxContainer(音频设置标签页)
            │       ├── HBoxContainer
            │       │   ├── Label(主音量:)
            │       │   └── HSlider
            │       └── HBoxContainer
            │           ├── Label(音乐音量:)
            │           └── HSlider
            └── HBoxContainer(按钮行)
                ├── Button(应用)
                └── Button(返回)

HUD (Heads-Up Display)

HUD(抬头显示)

CanvasLayer (layer = 10 for top rendering)
├── MarginContainer (screen margins)
│   └── VBoxContainer
│       ├── HBoxContainer (top bar)
│       │   ├── TextureRect (health icon)
│       │   ├── ProgressBar (health)
│       │   ├── Control (spacer)
│       │   ├── Label (score)
│       │   └── TextureRect (coin icon)
│       ├── Control (spacer - expands)
│       └── HBoxContainer (bottom bar)
│           ├── TextureButton (inventory)
│           ├── TextureButton (map)
│           └── TextureButton (pause)
CanvasLayer(层级=10,确保顶层渲染)
├── MarginContainer(屏幕边距)
│   └── VBoxContainer
│       ├── HBoxContainer(顶部栏)
│       │   ├── TextureRect(生命值图标)
│       │   ├── ProgressBar(生命值条)
│       │   ├── Control(占位间隔)
│       │   ├── Label(分数)
│       │   └── TextureRect(金币图标)
│       ├── Control(占位间隔,自动拉伸)
│       └── HBoxContainer(底部栏)
│           ├── TextureButton(物品栏)
│           ├── TextureButton(地图)
│           └── TextureButton(暂停)

Inventory System

物品栏系统

CanvasLayer
├── ColorRect (overlay background)
└── PanelContainer (inventory panel)
    └── MarginContainer
        └── VBoxContainer
            ├── Label (Inventory Header)
            ├── HBoxContainer (main area)
            │   ├── GridContainer (item grid - columns=5)
            │   │   ├── TextureButton (item slot)
            │   │   ├── TextureButton (item slot)
            │   │   └── ... (more slots)
            │   └── PanelContainer (item details)
            │       └── VBoxContainer
            │           ├── TextureRect (item image)
            │           ├── Label (item name)
            │           ├── RichTextLabel (description)
            │           └── Button (Use/Equip)
            └── Button (Close)
CanvasLayer
├── ColorRect(遮罩背景)
└── PanelContainer(物品栏面板)
    └── MarginContainer
        └── VBoxContainer
            ├── Label(物品栏标题)
            ├── HBoxContainer(主区域)
            │   ├── GridContainer(物品网格,列数=5)
            │   │   ├── TextureButton(物品槽位)
            │   │   ├── TextureButton(物品槽位)
            │   │   └── ...(更多槽位)
            │   └── PanelContainer(物品详情面板)
            │       └── VBoxContainer
            │           ├── TextureRect(物品图片)
            │           ├── Label(物品名称)
            │           ├── RichTextLabel(物品描述)
            │           └── Button(使用/装备)
            └── Button(关闭)

Dialogue System

对话系统

CanvasLayer (layer = 5)
├── Control (spacer)
└── PanelContainer (dialogue box - anchored to bottom)
    └── MarginContainer
        └── VBoxContainer
            ├── HBoxContainer (character info)
            │   ├── TextureRect (character portrait)
            │   └── Label (character name)
            ├── RichTextLabel (dialogue text with BBCode)
            └── VBoxContainer (choice container)
                ├── Button (choice 1)
                ├── Button (choice 2)
                └── Button (choice 3)
CanvasLayer(层级=5)
├── Control(占位间隔)
└── PanelContainer(对话框,锚定到屏幕底部)
    └── MarginContainer
        └── VBoxContainer
            ├── HBoxContainer(角色信息)
            │   ├── TextureRect(角色头像)
            │   └── Label(角色名称)
            ├── RichTextLabel(支持BBCode的对话文本)
            └── VBoxContainer(选项容器)
                ├── Button(选项1)
                ├── Button(选项2)
                └── Button(选项3)

Pause Menu

暂停菜单

CanvasLayer (layer = 100)
├── ColorRect (semi-transparent overlay - modulate alpha)
└── CenterContainer (full rect anchors)
    └── PanelContainer (menu panel)
        └── MarginContainer
            └── VBoxContainer
                ├── Label (PAUSED)
                ├── Button (Resume)
                ├── Button (Settings)
                ├── Button (Main Menu)
                └── Button (Quit)
CanvasLayer(层级=100)
├── ColorRect(半透明遮罩,调整透明度)
└── CenterContainer(全屏锚点)
    └── PanelContainer(菜单面板)
        └── MarginContainer
            └── VBoxContainer
                ├── Label(已暂停)
                ├── Button(继续游戏)
                ├── Button(设置)
                ├── Button(返回主菜单)
                └── Button(退出)

Common UI Scripting Patterns

常见UI脚本模式

Button Connections

按钮信号连接

gdscript
@onready var start_button = $VBoxContainer/StartButton

func _ready():
    # Connect button signals
    start_button.pressed.connect(_on_start_button_pressed)

    # Or use Inspector to connect signals visually

func _on_start_button_pressed():
    # Handle button press
    get_tree().change_scene_to_file("res://scenes/main_game.tscn")
gdscript
@onready var start_button = $VBoxContainer/StartButton

func _ready():
    # 连接按钮信号
    start_button.pressed.connect(_on_start_button_pressed)

    # 也可以通过检查器可视化连接信号

func _on_start_button_pressed():
    # 处理按钮点击事件
    get_tree().change_scene_to_file("res://scenes/main_game.tscn")

Menu Navigation with Keyboard/Gamepad

键盘/游戏手柄菜单导航

gdscript
func _ready():
    # Set first focusable button
    $VBoxContainer/StartButton.grab_focus()

    # Configure focus neighbors for gamepad navigation
    $VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path()
    $VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path()
    $VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()
gdscript
func _ready():
    # 设置第一个可获取焦点的按钮
    $VBoxContainer/StartButton.grab_focus()

    # 配置游戏手柄导航的焦点邻居
    $VBoxContainer/StartButton.focus_neighbor_bottom = $VBoxContainer/SettingsButton.get_path()
    $VBoxContainer/SettingsButton.focus_neighbor_top = $VBoxContainer/StartButton.get_path()
    $VBoxContainer/SettingsButton.focus_neighbor_bottom = $VBoxContainer/QuitButton.get_path()

Animated Transitions

动画过渡效果

gdscript
undefined
gdscript
undefined

Fade in menu

淡入菜单

func show_menu(): modulate.a = 0 visible = true var tween = create_tween() tween.tween_property(self, "modulate:a", 1.0, 0.3)
func show_menu(): modulate.a = 0 visible = true var tween = create_tween() tween.tween_property(self, "modulate:a", 1.0, 0.3)

Fade out menu

淡出菜单

func hide_menu(): var tween = create_tween() tween.tween_property(self, "modulate:a", 0.0, 0.3) tween.tween_callback(func(): visible = false)
func hide_menu(): var tween = create_tween() tween.tween_property(self, "modulate:a", 0.0, 0.3) tween.tween_callback(func(): visible = false)

Slide in from side

从侧边滑入

func slide_in(): position.x = -get_viewport_rect().size.x visible = true var tween = create_tween() tween.set_trans(Tween.TRANS_QUAD) tween.set_ease(Tween.EASE_OUT) tween.tween_property(self, "position:x", 0, 0.5)
undefined
func slide_in(): position.x = -get_viewport_rect().size.x visible = true var tween = create_tween() tween.set_trans(Tween.TRANS_QUAD) tween.set_ease(Tween.EASE_OUT) tween.tween_property(self, "position:x", 0, 0.5)
undefined

Dynamic Lists

动态列表

gdscript
undefined
gdscript
undefined

Populate ItemList dynamically

动态填充ItemList

@onready var item_list = $ItemList
func populate_list(items: Array): item_list.clear() for item in items: item_list.add_item(item.name, item.icon) item_list.set_item_metadata(item_list.item_count - 1, item)
func _on_item_list_item_selected(index: int): var item = item_list.get_item_metadata(index) # Do something with selected item
undefined
@onready var item_list = $ItemList
func populate_list(items: Array): item_list.clear() for item in items: item_list.add_item(item.name, item.icon) item_list.set_item_metadata(item_list.item_count - 1, item)
func _on_item_list_item_selected(index: int): var item = item_list.get_item_metadata(index) # 处理选中的项目
undefined

Health Bar Updates

生命值条更新

gdscript
@onready var health_bar = $HealthBar
var current_health = 100
var max_health = 100

func _ready():
    health_bar.max_value = max_health
    health_bar.value = current_health

func take_damage(amount: int):
    current_health = max(0, current_health - amount)

    # Smooth tween to new value
    var tween = create_tween()
    tween.tween_property(health_bar, "value", current_health, 0.2)

    # Change color based on health percentage
    if current_health < max_health * 0.3:
        health_bar.modulate = Color.RED
    elif current_health < max_health * 0.6:
        health_bar.modulate = Color.YELLOW
    else:
        health_bar.modulate = Color.GREEN
gdscript
@onready var health_bar = $HealthBar
var current_health = 100
var max_health = 100

func _ready():
    health_bar.max_value = max_health
    health_bar.value = current_health

func take_damage(amount: int):
    current_health = max(0, current_health - amount)

    # 平滑过渡到新数值
    var tween = create_tween()
    tween.tween_property(health_bar, "value", current_health, 0.2)

    # 根据生命值百分比改变颜色
    if current_health < max_health * 0.3:
        health_bar.modulate = Color.RED
    elif current_health < max_health * 0.6:
        health_bar.modulate = Color.YELLOW
    else:
        health_bar.modulate = Color.GREEN

Modal Popups

模态弹出窗口

gdscript
@onready var popup = $Popup

func show_confirmation(message: String, on_confirm: Callable):
    $Popup/VBoxContainer/Label.text = message
    popup.popup_centered()

    # Store callback
    if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm):
        $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm)

    confirm_callback = on_confirm

var confirm_callback: Callable

func _on_confirm():
    popup.hide()
    if confirm_callback:
        confirm_callback.call()
gdscript
@onready var popup = $Popup

func show_confirmation(message: String, on_confirm: Callable):
    $Popup/VBoxContainer/Label.text = message
    popup.popup_centered()

    # 存储回调函数
    if not $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.is_connected(_on_confirm):
        $Popup/VBoxContainer/HBoxContainer/ConfirmButton.pressed.connect(_on_confirm)

    confirm_callback = on_confirm

var confirm_callback: Callable

func _on_confirm():
    popup.hide()
    if confirm_callback:
        confirm_callback.call()

UI Performance Optimization

UI性能优化

Best Practices:
  1. Use CanvasLayers for depth management instead of z_index when possible
  2. Clip content in ScrollContainers with
    clip_contents = true
  3. Limit RichTextLabel complexity - BBCode parsing can be slow
  4. Pool UI elements - Reuse nodes instead of creating/destroying
  5. Use TextureAtlas for UI sprites to reduce draw calls
  6. Batch similar elements under same parent
  7. Disable processing when UI is hidden:
    process_mode = PROCESS_MODE_DISABLED
  8. Use Control.clip_contents to prevent rendering off-screen elements
Memory Management:
gdscript
undefined
最佳实践:
  1. 使用CanvasLayer管理层级,尽可能避免使用z_index
  2. 开启内容裁剪:在ScrollContainer中设置
    clip_contents = true
  3. 限制RichTextLabel复杂度:BBCode解析可能会影响性能
  4. 对象池复用UI元素:复用节点而非频繁创建/销毁
  5. 使用TextureAtlas管理UI精灵:减少绘制调用
  6. 将相似元素批量归到同一父节点下
  7. 隐藏UI时禁用处理:设置
    process_mode = PROCESS_MODE_DISABLED
  8. 使用Control.clip_contents:避免渲染屏幕外元素
内存管理:
gdscript
undefined

Free unused UI scenes

释放未使用的UI场景

func close_menu(): queue_free() # Instead of just hiding
func close_menu(): queue_free() # 而非仅隐藏

Object pooling for frequently created UI

为频繁创建的UI实现对象池

var button_pool = [] const MAX_POOL_SIZE = 20
func get_pooled_button(): if button_pool.is_empty(): return Button.new() return button_pool.pop_back()
func return_to_pool(button: Button): if button_pool.size() < MAX_POOL_SIZE: button.get_parent().remove_child(button) button_pool.append(button) else: button.queue_free()
undefined
var button_pool = [] const MAX_POOL_SIZE = 20
func get_pooled_button(): if button_pool.is_empty(): return Button.new() return button_pool.pop_back()
func return_to_pool(button: Button): if button_pool.size() < MAX_POOL_SIZE: button.get_parent().remove_child(button) button_pool.append(button) else: button.queue_free()
undefined

Accessibility Features

无障碍功能

Text Scaling:
gdscript
undefined
文本缩放:
gdscript
undefined

Support text size preferences

支持文本大小偏好设置

func apply_text_scale(scale: float): for label in get_tree().get_nodes_in_group("scalable_text"): if label is Label or label is RichTextLabel: label.add_theme_font_size_override("font_size", int(16 * scale))

**Gamepad Support:**
```gdscript
func apply_text_scale(scale: float): for label in get_tree().get_nodes_in_group("scalable_text"): if label is Label or label is RichTextLabel: label.add_theme_font_size_override("font_size", int(16 * scale))

**游戏手柄支持:**
```gdscript

Ensure all interactive UI is gamepad-accessible

确保所有交互UI支持游戏手柄操作

func _ready(): # Set up focus chain for i in range($ButtonContainer.get_child_count() - 1): var current = $ButtonContainer.get_child(i) var next = $ButtonContainer.get_child(i + 1) current.focus_neighbor_bottom = next.get_path() next.focus_neighbor_top = current.get_path()
# Grab focus on first button
if $ButtonContainer.get_child_count() > 0:
    $ButtonContainer.get_child(0).grab_focus()
undefined
func _ready(): # 设置焦点链 for i in range($ButtonContainer.get_child_count() - 1): var current = $ButtonContainer.get_child(i) var next = $ButtonContainer.get_child(i + 1) current.focus_neighbor_bottom = next.get_path() next.focus_neighbor_top = current.get_path()
# 让第一个按钮获取焦点
if $ButtonContainer.get_child_count() > 0:
    $ButtonContainer.get_child(0).grab_focus()
undefined

MCP Tool Usage

MCP工具使用

When creating UI elements, you should:
  1. Use
    mcp__godot__create_scene
    to create new UI scene files
  2. Use
    mcp__godot__add_node
    to build Control node hierarchies
  3. Use
    mcp__godot__save_scene
    to save after creating UI structure
  4. Use Edit/Write tools to create associated GDScript files for UI logic
  5. Use
    mcp__godot__load_sprite
    to import UI textures and icons
Example Workflow:
1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer")
2. add_node(..., "MarginContainer")
3. add_node(..., "VBoxContainer")
4. add_node(..., "Button")
5. save_scene(...)
6. Write GDScript controller
创建UI元素时,您应该:
  1. 使用
    mcp__godot__create_scene
    创建新的UI场景文件
  2. 使用
    mcp__godot__add_node
    构建Control节点层级
  3. 使用
    mcp__godot__save_scene
    在创建UI结构后保存
  4. 使用编辑/写入工具 创建关联的GDScript文件实现UI逻辑
  5. 使用
    mcp__godot__load_sprite
    导入UI纹理和图标
示例工作流:
1. create_scene("res://scenes/ui/main_menu.tscn", "CanvasLayer")
2. add_node(..., "MarginContainer")
3. add_node(..., "VBoxContainer")
4. add_node(..., "Button")
5. save_scene(...)
6. 编写GDScript控制器

When to Activate This Skill

何时激活此技能

Activate this skill when the user:
  • Asks about creating menus, HUDs, or UI screens
  • Mentions Control nodes, themes, or styling
  • Needs help with inventory, dialogue, or menu systems
  • Asks about responsive UI or screen resolution handling
  • Requests help with button navigation or gamepad support
  • Wants to create settings menus or pause screens
  • Asks about UI animation or transitions
  • Needs help with UI performance optimization
  • Mentions anchors, containers, or layout management
当用户出现以下需求时,激活此技能:
  • 询问菜单、HUD或UI界面的创建方法
  • 提及Control节点、主题或样式设计
  • 需要物品栏、对话或菜单系统的开发帮助
  • 询问响应式UI或屏幕分辨率适配问题
  • 请求按钮导航或游戏手柄支持的实现方案
  • 想要创建设置菜单或暂停界面
  • 询问UI动画或过渡效果的实现
  • 需要UI性能优化的帮助
  • 提及锚点、容器或布局管理

Important Reminders

重要提醒

  • Always consider gamepad/keyboard navigation in addition to mouse
  • Use CanvasLayers to manage rendering order and prevent z-fighting
  • Anchor presets are your friend for responsive design
  • Themes should be created as resources for reusability
  • Signal connections are the primary way to handle UI interactions
  • Tweens make UI feel polished with smooth animations
  • Test on multiple resolutions - use Project Settings > Display > Window settings
  • 始终同时考虑游戏手柄/键盘导航和鼠标交互
  • 使用CanvasLayers管理渲染顺序,避免层级冲突
  • 锚点预设是实现响应式设计的好帮手
  • 主题应作为资源创建以提高复用性
  • 信号连接是处理UI交互的主要方式
  • Tweens可通过平滑动画提升UI质感
  • 在多种分辨率下测试:使用项目设置>显示>窗口设置进行配置