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暂止菜单,资材去重,终屏节点(开发日志其二)
Choice Story · 2026-05-24 · via DEV Community

复至矣。吾欲遍览画布自彼时以来之变迁,盖多事乃工具之庸常中段:其部份虽不售物,然终不可无以运之。暂停菜单。资材清理。编辑效能。吾等亦于近日添一新节点类型,然实际时日多耗于乏味之半。

此乃诸事大略所至之境。

吾辈所建者,首乃一暂停菜单迄今,ChoiceStory Studio仅有一可编辑之面——其主菜单(吾等所经之发射器表面也)日志一,此乃玩家观睹「開始」/「載入」/「選項」/「退出」諸標於可設置之背景也)—而增設暫停,乃吾輩初遇「次表面」之定義。吾輩定之曰:暫停菜單非獨立節點,乃主菜單之次創面,由編輯器中一標鍵而達。同權面,同畫布瓦,然於運行時,玩家擊「Esc」則掛載為覆蓋於實場之上。設計表面借主菜單之拖拽與縮放之柄,故肌膚記憶得以相承。

复有特性,非所预定,然终成必要。資產去重。若再导入同视频,ChoiceStory今则双指纹之,且荐共用旧条目,非作赘录。吾辈尝涉之试案,初有文件百有六于盘;经去重与孤件清理,仅存四件被引。此修之工,必深于去重之谈。今案中诸引(背景、钮图、字样等)皆由一真源之册册解,故“删未用之件”实知何者所用、何者未用。

适值此时,吾辈复增性能设定之模态也 在文件之列。有三开关:随选节点而动,缩视时重绘画布,节点辉光之动。有二预设:高配之机与低配之机。盖因吾等目标受众乃消费级之创者,非工作站,且画布之动时有耗于画布本身。此开关之组乃权宜之计;于阿尔法之前,吾欲一真实之性能之列。此工作所出之内律:凡新添可见CPU或GPU之负之特征,必于初入时设一开关,绝不为后补之策。

次有侧务,名曰奇偶通行。主菜单之便,非暂停菜单所及:可拖拽元素,可缩放元素,可拖拽背景,且角隅锁定。故吾等将拖拽缩放之流,自下而上提之。main-menu/(实未存主菜单之专知于中)而使二面同指一模块。后继之面(如择覆、选项)因复用同码而承其便,此即提升之旨也。吾辈亦于其间弭一久悬之架构谬。若易背景于色、图、视之间,则架构为各变设别槽,唯 active 者施绘。

新添者乃终屏之节点也。此初为表层之下之物(形同暂停),计议约十刻,吾辈乃变意。终屏之制殊异。一故事可有多终(佳终、劣终、秘终、诙终),各终需自设配置,故必为可置、可设、可联之节点,如画布所生。右击画布增一;右击节点复一;右击空画布于光标处植深克隆。每实例之配置块备足:背景、题文、多行终语、乐声、字样、一至五钮之列(每钮文辞、可择图像、显现迟滞毫秒、行止:返主菜单、重启、或止)。可择自设迟滞后自行推进。钮文渐显于作者所撰之时序。运行时之换置乃末段。当玩家抉择导至终屏节点,播放层乃载所设之表层,非欲视其为视频。

今言诚者。

上之工,多得而入。甚多者未之入。闭后之暂停菜单,一席中送十一后续之提交,而三者为第十提交所复。盖每修皆有所系,而未尝预度。React之次态,易者半;难者半,乃"若更此,何者复绘,何序,以何陈旧值"之图。是席终,得一规,吾辈实自循之:每修一虫,先书其副作用之表,而后书所故意未触之文。后续之数,自是锐减。

CSS之侧亦授吾等类此之训。吾等初度迭代,以容器查询之法,令暂停菜单于变量播放器槽位尺寸间伸缩。其效初彰,然于小槽则失灵。遂弃之,复用主菜单既用之方(视口相对之钳位 + 以 min-height: 0 之 flex)。overflow: hidden 乃自若。所悟者:若旧式已然通诸试,则新式须有缘由,能耐十分钟之诘问“然则旧式岂非已为之?”

次乃择叠编辑器,此乃设视频(或图像)之上按钮之版也。其表同前,拖缩之基亦同。吾辈料其成之速,当胜终屏,盖其基已备大半矣。

若君已读至此,谢君。若君已以分支视频成事,或欲成之,前次之言犹在耳。来告吾等欲于此类工具中得何物。于此处回复,于X上寻吾等。@ChoiceStoryDev(选择故事开发者)函牍,无论何事,皆求简易。尤以严苛之事为甚。

旦夕之间...