[Parity][render][S1][H][R] 状态染色写死为 state 1/2 的 RGB 乘色,忽略 colorpri/colorshift;冰冷(state 11)不变蓝;玩家完全不染色 #604
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render#3— [S1][H][R] 状态染色写死为 state 1/2 的 RGB 乘色,忽略 colorpri/colorshift;冰冷(state 11)不变蓝;玩家完全不染色src/client/view/unit-drawables.ts:508-517;src/client/scene/world-renderer.ts:681-690(只有怪物用tintColor),:570-573(玩家renderer.draw不传 tint)states.txt#1 freeze:colorpri 100 / colorshift 108 / light-r,g,b 150,215,255;#2 poison:95 / 104 / 128,255,128;#11 cold:100 / 108 / 150,215,255(冰冷减速与冻结共用同一个蓝色调色板偏移)。colorshift 是调色板变换(色表)索引,colorpri 决定多个状态并存时谁优先(K-中,机制见待确认 #8)。tintColor)。states.txt的 colorpri / colorshift 选出优先级最高的状态,再用对应的调色板变换(渲染器已有paletteRow管线,见 S2「渲染器」条)作用于玩家、怪物和 NPC 全部单位。