refactor(ui): add stance icons to implant badge (#787)

Replace text-only stance labels with SVG icons + tint shader per D-086.
Alpha-mask shader swaps color at runtime via ShaderMaterial parameter.
Icons: walk, crouch, careful, sprint at 18px inside ImplantPanel row.
Also fix stale UILayer/HUD test path in test_ui_framework_sprint15.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-06 16:30:22 +02:00
co-authored by Claude Opus 4.6
parent d986bfea30
commit a14828e02a
3 changed files with 68 additions and 12 deletions
+3 -3
View File
@@ -122,14 +122,14 @@ func test_minimap_placeholder_exists_in_ui_layer() -> void:
assert_that(_instance.get_node_or_null("InsertOverlay/Minimap")).is_not_null()
func test_hud_exists_in_ui_layer() -> void:
# D-049: HUD must be in UILayer.
func test_hud_exists_in_insert_overlay() -> void:
# D-051: HUD moved to InsertOverlay (layer 10) for bloom treatment (#786, PR #115).
var scene := MAIN_SCENE
_instance = scene.instantiate()
auto_free(_instance)
add_child(_instance)
assert_that(_instance.get_node_or_null("UILayer/HUD")).is_not_null()
assert_that(_instance.get_node_or_null("InsertOverlay/HUD")).is_not_null()
func test_interaction_list_exists_in_insert_overlay() -> void: