godot-ui
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ChineseYou 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:
- : Positioning relative to parent edges (0.0 to 1.0)
anchor_* - : Pixel offset from anchor points
offset_* - : How the node should grow/shrink
size_flags_* - : Minimum size constraints
custom_minimum_size - : Control mouse input handling (STOP, PASS, IGNORE)
mouse_filter - : Keyboard/gamepad focus behavior
focus_mode
Common Control Nodes:
基础Control节点属性:
- : 相对于父节点边缘的定位(取值范围0.0至1.0)
anchor_* - : 锚点位置的像素偏移量
offset_* - : 节点的拉伸/收缩规则
size_flags_* - : 最小尺寸限制
custom_minimum_size - : 鼠标输入处理方式(STOP、PASS、IGNORE)
mouse_filter - : 键盘/游戏手柄焦点行为
focus_mode
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
undefinedCommon 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:**
```gdscriptIn _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
undefinedfunc _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
undefinedTheme 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
undefinedCreate 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
undefinedgdscript
undefinedFade 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)
undefinedfunc 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)
undefinedDynamic Lists
动态列表
gdscript
undefinedgdscript
undefinedPopulate 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
undefinedHealth 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.GREENgdscript
@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.GREENModal 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:
- Use CanvasLayers for depth management instead of z_index when possible
- Clip content in ScrollContainers with
clip_contents = true - Limit RichTextLabel complexity - BBCode parsing can be slow
- Pool UI elements - Reuse nodes instead of creating/destroying
- Use TextureAtlas for UI sprites to reduce draw calls
- Batch similar elements under same parent
- Disable processing when UI is hidden:
process_mode = PROCESS_MODE_DISABLED - Use Control.clip_contents to prevent rendering off-screen elements
Memory Management:
gdscript
undefined最佳实践:
- 使用CanvasLayer管理层级,尽可能避免使用z_index
- 开启内容裁剪:在ScrollContainer中设置
clip_contents = true - 限制RichTextLabel复杂度:BBCode解析可能会影响性能
- 对象池复用UI元素:复用节点而非频繁创建/销毁
- 使用TextureAtlas管理UI精灵:减少绘制调用
- 将相似元素批量归到同一父节点下
- 隐藏UI时禁用处理:设置
process_mode = PROCESS_MODE_DISABLED - 使用Control.clip_contents:避免渲染屏幕外元素
内存管理:
gdscript
undefinedFree 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()
undefinedvar 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()
undefinedAccessibility Features
无障碍功能
Text Scaling:
gdscript
undefined文本缩放:
gdscript
undefinedSupport 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:**
```gdscriptfunc 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:**
```gdscriptEnsure 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:
$ButtonContainer.get_child(0).grab_focus()undefinedfunc _ready():
# 设置焦点链
for i in range($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()undefinedMCP Tool Usage
MCP工具使用
When creating UI elements, you should:
- Use to create new UI scene files
mcp__godot__create_scene - Use to build Control node hierarchies
mcp__godot__add_node - Use to save after creating UI structure
mcp__godot__save_scene - Use Edit/Write tools to create associated GDScript files for UI logic
- Use to import UI textures and icons
mcp__godot__load_sprite
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:
- 使用创建新的UI场景文件
mcp__godot__create_scene - 使用构建Control节点层级
mcp__godot__add_node - 使用在创建UI结构后保存
mcp__godot__save_scene - 使用编辑/写入工具 创建关联的GDScript文件实现UI逻辑
- 使用导入UI纹理和图标
mcp__godot__load_sprite
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