Three-agent fan-out shipping the major touch UI surfaces. Opus pre-wrote 6 EventBus signals (pawn_selected/deselected, pawn_priority_changed, alert_added, request_wolf_spawn, day_ended) + Pawn.work_priorities Dictionary stub before dispatch. Pattern proven across Phases 12-17. Pawn detail + Settings (Agent A): - scenes/ui/pawn_detail_panel.gd — right-side CanvasLayer (layer 18), ~360px wide, opens on EventBus.pawn_selected. Renders portrait, HP/Hunger/Sleep bars with threshold colors, current job, mood + sulking, statuses, top 5 mood thoughts, full skill table, read-only work-priorities row. Live-refreshes each sim tick. - scenes/ui/settings_menu.gd — modal CanvasLayer (layer 26), opened via Settings button. Auto-pause toggles (Threat/Wanderer/Pawn-Down/ Modal), audio sliders (stubs for Phase 18), accessibility checkboxes. Persists via GameState.apply_settings. - scenes/world/selection.gd — extended to emit pawn_selected/deselected through EventBus on tap. Build drawer + 12 new Designation tools (Agent B): - scenes/ui/build_drawer.gd — bottom-sheet CanvasLayer (layer 16) with 4 tabs (Designate/Build/Stockpile/Cancel) + FAB ⊕ open button. Each tab has HFlowContainer of 80×80 buttons with procedural colored icons + label. Tap → Designation.set_active_tool + alert + auto-close. - Designation: added TOOL_CHOP, TOOL_MINE, TOOL_BUILD_CRATE, TOOL_BUILD_BED, TOOL_BUILD_TORCH, 5× TOOL_BUILD_WORKBENCH_* variants, TOOL_PAINT_STOCKPILE. Plus tool_material override for wall/floor. - World._on_designation_added: extended dispatch for all 12 new tools; added _spawn_workbench() helper for the 5 bench kinds. Work matrix + Alerts log + Decision refactor + Wolf signal (Agent C): - scenes/ai/decision.gd: Layer 4 now filters by pawn.work_priorities (0=OFF skip, sort by level ascending with provider.priority tiebreak). NEEDS_CATEGORIES (rest/eat/sleep) bypass the filter — a pawn can never starve from misconfiguration. Audit log prefixes work decisions with (pri=N). - scenes/ui/work_priority_matrix.gd — CanvasLayer (layer 17) bottom-sheet grid: rows=pawns × cols=8 work categories. Each cell tap-cycles 1→2→3→4→0→1, color-coded (red/orange/yellow/blue/gray). Writes back to pawn.work_priorities + emits pawn_priority_changed. - scenes/ui/alerts_log.gd — CanvasLayer (layer 19) ring buffer 50 entries. Newest first, severity icon (info/warn/danger), Day HH:MM timestamp, Go-there camera pan. Listens to alert_added + storyteller_event_fired + day_ended. - EventBus.request_wolf_spawn wired end-to-end: EventCatalog _spawn_wolves emits; WolfSpawner._on_request_wolf_spawn force-spawns bypassing the darkness/cooldown gates. - Clock emits EventBus.day_ended(summary) at dusk→night transition. Top bar buttons added in order: ‖ / 1× / 5× / 12× / Save / Load / Settings / Build / Work / Log[N]. Plus the ⊕ FAB at bottom-right. MCP runtime verified all 4 surfaces via screenshot: - PawnDetailPanel: Bram shows Crafting=8 / Cooking=2 / Manual=0 matching seed; bars green; Mood: 50; work-priorities readout - BuildDrawer: 4 tabs visible, Designate tab shows Chop/Mine/Dig grave/ No roof buttons with procedural icons - WorkPriorityMatrix: 3 pawns × 8 categories, all '3' (NORMAL default) cells in yellow, tap-to-cycle ready - AlertsLog: 4 entries — red 'Wolf pack approaching!' danger, blue 'Bram is at the cabin' info, yellow 'Test alert' warn, blue 'Spring Awakens' from boot storyteller roll. Go-there button per entry. Mouse drag-paint works as-is (user noted). Existing Selection/Designation _unhandled_input handles drag. Deferred to Phase 17.5 polish: - Per-pawn/per-job view layers on the matrix - Stockpile 4×4 chip filter UI (paint creates 1×1 zones today) - Bill UI for workbenches (programmatic only today) - 'No stockpile accepts X' / 'Bill blocked' alert emit wiring - DaySummaryCard visual (signal emits today, no card UI) - Wanderer recruit UI, resource buff system Delegation: 3× gdscript-refactor (Sonnet) agents in parallel; integration + MCP verify on Opus. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
418 lines
15 KiB
GDScript
418 lines
15 KiB
GDScript
class_name PawnDetailPanel extends CanvasLayer
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## Phase 17 — Right-side bottom-sheet pawn inspector.
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##
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## Layer 18: above banner (15) and world, below modal (20) and load_menu (25).
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## Opens when EventBus.pawn_selected fires; closes on pawn_deselected or pawn_died.
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## Repopulates every 5 sim ticks while open so vitals stay live.
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##
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## Touch targets: all interactive controls are at least 48×48 px.
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## Background elements use MOUSE_FILTER_IGNORE so world taps pass through,
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## allowing the player to tap a different pawn to swap panels without closing first.
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const PANEL_WIDTH: int = 360
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const REFRESH_TICKS: int = 5 # repopulate every N sim ticks
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# ── internal state ────────────────────────────────────────────────────────────
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var _pawn = null # currently displayed Pawn (may become null on death)
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var _tick_counter: int = 0 # counts sim ticks since last repopulate
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# ── node refs (built in _build_ui) ───────────────────────────────────────────
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var _panel: PanelContainer = null
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var _pawn_name_label: Label = null
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var _portrait_rect: ColorRect = null
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var _close_btn: Button = null
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var _hp_bar: ProgressBar = null
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var _hunger_bar: ProgressBar = null
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var _sleep_bar: ProgressBar = null
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var _sulk_badge: Label = null
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var _job_label: Label = null
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var _mood_label: Label = null
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var _thoughts_vbox: VBoxContainer = null
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var _statuses_vbox: VBoxContainer = null
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var _skills_vbox: VBoxContainer = null
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var _priorities_label: Label = null
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func _ready() -> void:
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layer = 18
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_build_ui()
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_set_visible(false)
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EventBus.pawn_selected.connect(_on_pawn_selected)
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EventBus.pawn_deselected.connect(_on_pawn_deselected)
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if EventBus.has_signal("pawn_died"):
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EventBus.pawn_died.connect(_on_pawn_died)
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EventBus.sim_tick.connect(_on_sim_tick)
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Audit.log("pawn_detail_panel", "PawnDetailPanel ready (layer %d)" % layer)
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func _exit_tree() -> void:
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if EventBus.pawn_selected.is_connected(_on_pawn_selected):
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EventBus.pawn_selected.disconnect(_on_pawn_selected)
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if EventBus.pawn_deselected.is_connected(_on_pawn_deselected):
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EventBus.pawn_deselected.disconnect(_on_pawn_deselected)
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if EventBus.has_signal("pawn_died") and EventBus.pawn_died.is_connected(_on_pawn_died):
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EventBus.pawn_died.disconnect(_on_pawn_died)
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if EventBus.sim_tick.is_connected(_on_sim_tick):
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EventBus.sim_tick.disconnect(_on_sim_tick)
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# ── UI construction ───────────────────────────────────────────────────────────
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func _build_ui() -> void:
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# Right-side sheet — anchored to the right edge, full height.
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_panel = PanelContainer.new()
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_panel.name = "PawnDetailSheet"
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# Anchor: right strip.
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_panel.anchor_left = 1.0
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_panel.anchor_right = 1.0
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_panel.anchor_top = 0.0
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_panel.anchor_bottom = 1.0
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_panel.offset_left = -PANEL_WIDTH
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_panel.offset_right = 0.0
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_panel.offset_top = 0.0
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_panel.offset_bottom = 0.0
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# Pass-through for the background so world taps reach the Selection handler.
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_panel.mouse_filter = Control.MOUSE_FILTER_PASS
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add_child(_panel)
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# Scrollable inner container so content survives small screens.
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var scroll := ScrollContainer.new()
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scroll.name = "Scroll"
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scroll.set_anchors_preset(Control.PRESET_FULL_RECT)
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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_panel.add_child(scroll)
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var vbox := VBoxContainer.new()
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vbox.name = "Content"
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vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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vbox.add_theme_constant_override("separation", 6)
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scroll.add_child(vbox)
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# ── Header ────────────────────────────────────────────────────────────────
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var header := HBoxContainer.new()
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header.name = "Header"
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header.add_theme_constant_override("separation", 8)
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vbox.add_child(header)
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_portrait_rect = ColorRect.new()
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_portrait_rect.name = "Portrait"
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_portrait_rect.custom_minimum_size = Vector2(32, 32)
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_portrait_rect.color = Color.WHITE
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_portrait_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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header.add_child(_portrait_rect)
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_pawn_name_label = Label.new()
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_pawn_name_label.name = "PawnName"
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_pawn_name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_pawn_name_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_pawn_name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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header.add_child(_pawn_name_label)
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_close_btn = Button.new()
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_close_btn.name = "CloseBtn"
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_close_btn.text = Strings.t(&"ui.detail.close")
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_close_btn.custom_minimum_size = Vector2(48, 48)
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_close_btn.focus_mode = Control.FOCUS_NONE
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_close_btn.pressed.connect(_on_close_pressed)
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header.add_child(_close_btn)
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_add_separator(vbox)
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# ── Vitals ────────────────────────────────────────────────────────────────
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var vitals_vbox := VBoxContainer.new()
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vitals_vbox.name = "Vitals"
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vitals_vbox.add_theme_constant_override("separation", 4)
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vitals_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(vitals_vbox)
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_hp_bar = _make_stat_bar(Strings.t(&"ui.detail.hp"), vitals_vbox)
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_hunger_bar = _make_stat_bar(Strings.t(&"ui.detail.hunger"), vitals_vbox)
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_sleep_bar = _make_stat_bar(Strings.t(&"ui.detail.sleep"), vitals_vbox)
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_add_separator(vbox)
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# ── Status row (sulk badge + job) ─────────────────────────────────────────
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var status_row := HBoxContainer.new()
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status_row.name = "StatusRow"
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status_row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(status_row)
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_sulk_badge = Label.new()
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_sulk_badge.name = "SulkBadge"
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_sulk_badge.text = Strings.t(&"ui.detail.sulking")
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_sulk_badge.modulate = Color(1.0, 0.25, 0.25)
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_sulk_badge.visible = false
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_sulk_badge.mouse_filter = Control.MOUSE_FILTER_IGNORE
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status_row.add_child(_sulk_badge)
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_job_label = Label.new()
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_job_label.name = "JobLabel"
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_job_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_job_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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_job_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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status_row.add_child(_job_label)
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_add_separator(vbox)
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# ── Mood + thoughts ───────────────────────────────────────────────────────
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_mood_label = Label.new()
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_mood_label.name = "MoodLabel"
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_mood_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(_mood_label)
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_thoughts_vbox = VBoxContainer.new()
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_thoughts_vbox.name = "Thoughts"
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_thoughts_vbox.add_theme_constant_override("separation", 2)
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_thoughts_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(_thoughts_vbox)
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_add_separator(vbox)
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# ── Statuses ──────────────────────────────────────────────────────────────
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var stat_header := Label.new()
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stat_header.text = Strings.t(&"ui.detail.statuses")
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stat_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(stat_header)
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_statuses_vbox = VBoxContainer.new()
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_statuses_vbox.name = "Statuses"
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_statuses_vbox.add_theme_constant_override("separation", 2)
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_statuses_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(_statuses_vbox)
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_add_separator(vbox)
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# ── Skills ────────────────────────────────────────────────────────────────
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var skills_header := Label.new()
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skills_header.text = Strings.t(&"ui.detail.skills")
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skills_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(skills_header)
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_skills_vbox = VBoxContainer.new()
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_skills_vbox.name = "Skills"
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_skills_vbox.add_theme_constant_override("separation", 2)
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_skills_vbox.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(_skills_vbox)
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_add_separator(vbox)
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# ── Work priorities (read-only; Agent C adds the tap-to-cycle matrix) ─────
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var prio_header := Label.new()
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prio_header.text = Strings.t(&"ui.detail.priorities")
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prio_header.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(prio_header)
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_priorities_label = Label.new()
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_priorities_label.name = "Priorities"
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_priorities_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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_priorities_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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vbox.add_child(_priorities_label)
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## Build a labelled ProgressBar row inside parent_vbox. Returns the ProgressBar.
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func _make_stat_bar(label_text: String, parent: VBoxContainer) -> ProgressBar:
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 6)
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row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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parent.add_child(row)
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var lbl := Label.new()
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lbl.text = label_text
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lbl.custom_minimum_size = Vector2(56, 0)
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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row.add_child(lbl)
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var bar := ProgressBar.new()
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bar.min_value = 0.0
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bar.max_value = 100.0
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bar.value = 100.0
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bar.show_percentage = false
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bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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bar.custom_minimum_size = Vector2(0, 20)
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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row.add_child(bar)
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return bar
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func _add_separator(parent: VBoxContainer) -> void:
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var sep := HSeparator.new()
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sep.mouse_filter = Control.MOUSE_FILTER_IGNORE
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parent.add_child(sep)
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# ── event handlers ────────────────────────────────────────────────────────────
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func _on_pawn_selected(pawn) -> void:
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_pawn = pawn
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_tick_counter = 0
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_populate()
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_set_visible(true)
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Audit.log("pawn_detail_panel", "opened for %s" % pawn.pawn_name)
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func _on_pawn_deselected() -> void:
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_pawn = null
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_set_visible(false)
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Audit.log("pawn_detail_panel", "closed (deselected)")
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func _on_pawn_died(pawn, _cause: StringName) -> void:
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if _pawn == pawn or _pawn == null:
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_pawn = null
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_set_visible(false)
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Audit.log("pawn_detail_panel", "closed (pawn died)")
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func _on_close_pressed() -> void:
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# Mirror a deselect — clear selection state so the world is consistent.
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_pawn = null
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_set_visible(false)
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EventBus.pawn_deselected.emit()
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Audit.log("pawn_detail_panel", "closed (X button)")
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func _on_sim_tick(_tick_number: int) -> void:
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if _pawn == null or not _panel.visible:
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return
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# Guard against a pawn that was freed without emitting pawn_died.
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if not is_instance_valid(_pawn):
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_pawn = null
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_set_visible(false)
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return
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_tick_counter += 1
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if _tick_counter >= REFRESH_TICKS:
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_tick_counter = 0
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_populate()
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# ── population ────────────────────────────────────────────────────────────────
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func _populate() -> void:
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if _pawn == null or not is_instance_valid(_pawn):
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return
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# Header.
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_pawn_name_label.text = _pawn.pawn_name
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_portrait_rect.color = _pawn.portrait_color
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# Vitals.
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_hp_bar.value = _pawn.hp
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_color_threshold_bar(_hp_bar, _pawn.hp, 30.0, 60.0)
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_hunger_bar.value = _pawn.hunger
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_color_threshold_bar(_hunger_bar, _pawn.hunger, 30.0, 60.0)
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_sleep_bar.value = _pawn.sleep
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_color_threshold_bar(_sleep_bar, _pawn.sleep, 30.0, 60.0)
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# Status row.
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_sulk_badge.visible = _pawn.sulking
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var job_text: String = Strings.t(&"ui.detail.idle")
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if _pawn.job_runner != null and _pawn.job_runner.has_method("current_job_label"):
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var lbl: String = _pawn.job_runner.current_job_label()
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if lbl != "":
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job_text = lbl
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elif _pawn.job_runner != null and _pawn.job_runner.get("current_job") != null:
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var cj = _pawn.job_runner.get("current_job")
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if cj != null and cj.get("label") != null and cj.label != "":
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job_text = cj.label
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_job_label.text = job_text
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# Mood.
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var mood_val: float = _pawn.mood
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_mood_label.text = "%s: %.0f" % [Strings.t(&"ui.detail.mood"), mood_val]
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if mood_val < 30.0:
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_mood_label.modulate = Color(1.0, 0.3, 0.3)
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elif mood_val < 60.0:
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_mood_label.modulate = Color(1.0, 0.85, 0.3)
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else:
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_mood_label.modulate = Color(0.4, 1.0, 0.4)
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# Thoughts — top 5 by |modifier × stacks| desc.
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_clear_children(_thoughts_vbox)
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var sorted_thoughts: Array = _pawn.thoughts.duplicate()
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sorted_thoughts.sort_custom(func(a, b) -> bool:
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return abs(a.modifier * a.stacks) > abs(b.modifier * b.stacks)
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)
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var count: int = mini(5, sorted_thoughts.size())
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for i in range(count):
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var t = sorted_thoughts[i]
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var delta: int = t.modifier * mini(t.stacks, t.max_stacks)
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var sign_str: String = "+" if delta >= 0 else ""
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var row := Label.new()
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row.text = " %s %s%d" % [t.label, sign_str, delta]
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row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_thoughts_vbox.add_child(row)
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# Statuses.
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_clear_children(_statuses_vbox)
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for s in _pawn.statuses:
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var row := Label.new()
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row.text = " %s %s" % [s.label, Strings.t(&"ui.detail.sev").format({"s": s.severity, "m": s.max_severity})]
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row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_statuses_vbox.add_child(row)
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# Skills.
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_clear_children(_skills_vbox)
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var skill_key_map: Array = [
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[&"manual_labor", &"ui.detail.skill.manual_labor"],
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[&"crafting", &"ui.detail.skill.crafting"],
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[&"cooking", &"ui.detail.skill.cooking"],
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[&"medicine", &"ui.detail.skill.medicine"],
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[&"combat", &"ui.detail.skill.combat"],
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]
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for pair in skill_key_map:
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var skill_id: StringName = pair[0]
|
||
var skill_lbl: StringName = pair[1]
|
||
if not _pawn.skills.has(skill_id):
|
||
continue
|
||
var row := HBoxContainer.new()
|
||
row.add_theme_constant_override("separation", 8)
|
||
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
_skills_vbox.add_child(row)
|
||
|
||
var name_lbl := Label.new()
|
||
name_lbl.text = Strings.t(skill_lbl)
|
||
name_lbl.custom_minimum_size = Vector2(72, 0)
|
||
name_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
row.add_child(name_lbl)
|
||
|
||
var val_lbl := Label.new()
|
||
val_lbl.text = str(_pawn.skills[skill_id])
|
||
val_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
row.add_child(val_lbl)
|
||
|
||
# Work priorities — comma-separated single line (Agent C adds interactive matrix).
|
||
var prio_parts: Array[String] = []
|
||
for cat in _pawn.work_priorities:
|
||
prio_parts.append("%s: %d" % [String(cat), _pawn.work_priorities[cat]])
|
||
_priorities_label.text = ", ".join(prio_parts)
|
||
|
||
|
||
## Color a progress bar by value thresholds: red below low, yellow below high, green above.
|
||
func _color_threshold_bar(bar: ProgressBar, value: float, low: float, high: float) -> void:
|
||
if value < low:
|
||
bar.modulate = Color(1.0, 0.25, 0.25)
|
||
elif value < high:
|
||
bar.modulate = Color(1.0, 0.85, 0.25)
|
||
else:
|
||
bar.modulate = Color(0.3, 1.0, 0.3)
|
||
|
||
|
||
func _clear_children(node: Node) -> void:
|
||
for child in node.get_children():
|
||
child.queue_free()
|
||
|
||
|
||
# ── visibility ────────────────────────────────────────────────────────────────
|
||
|
||
func _set_visible(v: bool) -> void:
|
||
if _panel != null:
|
||
_panel.visible = v
|