Files
aetherbound-guild/runtime/tools/m53_guild_visual_probe.gd
T

33 lines
1.2 KiB
GDScript

extends SceneTree
const GuildView = preload("res://entry/views/guild_page_view.gd")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var out := OS.get_environment("ABG_EVIDENCE_DIR")
if out.is_empty():
push_error("requires ABG_EVIDENCE_DIR")
quit(1)
return
DirAccess.make_dir_recursive_absolute(out)
root.size = Vector2(844, 390)
var view := GuildView.new()
view.name = "GuildVisualProbeView"
view.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
view.configure_presentation({"safe_area": 24, "text_scale": 1.0, "locale": "zh_CN"})
root.add_child(view)
view.render({"ok": true, "locale": "zh_CN", "company": {"owned_count": 2, "coin": 38, "display_recruits": []}, "destinations": {}, "recruits": [], "notice": ""})
# Guild has animated world layers; use a bounded frame settle instead of waiting
# on frame_post_draw, which can remain unresolved in headless compatibility mode.
for _i in range(3):
await process_frame
var viewport_texture := root.get_viewport().get_texture()
if viewport_texture != null:
var image := viewport_texture.get_image()
if image != null:
image.save_png(out.path_join("guild-844x390-zh_CN-final.png"))
print("ABG_M53_GUILD_VISUAL_PROBE_OK")
quit(0)