共创页卡片指标改「被共创 N 次」;图谱下父代子代清单改响应式多列;总览图标改 Minimize;详情页两按钮改名开始游戏/开始共创
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# 决策记录
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## 2026-10-07 共创页「被共创 N 次」指标、图谱下清单改响应式网格、总览图标、详情页两个主动作改名
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同一轮四小件(用户逐条口径,均已落地并真机取证):
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1. **共创页卡片指标位 = 「被共创 N 次」(不是游玩次数)**。用户原话:「并非游玩次数,而是共创次数」(截图圈的是卡片标题行右侧那处)。做法:共享卡 `GameCard` 新增**可选 `metric` 槽**(不传 = 原来的「N 次游玩」,默认行为一字不改),只有 `scope="forkable"` 的共创页传;**封面角标「共创 N」删除**(同一张卡只留一处计数)。文案选**被动式「被共创 N 次」**:避免「共创 N 次」读成主动语态,且平台已有「累计被共创次数」词汇;`aria-label` 同名。突出方式:`--platform-accent-strong`(实测 `rgb(199,101,61)`)+ `700` + `0.72rem`(默认指标 `0.66rem` / `--platform-text-soft`)+ `Sparkles` 12.8px 图标 + `tabular-nums`。**0 要显示**(「被共创 0 次」= 还没人接着做);只有两个字段都缺省才退回默认游玩数、不伪造 0。取值 `coCreationCount ?? forkCount`(服务端 `ffd751014` 已上线该键,实测 45/45 条带键,分布 0/1/2/3/5/7;「富树分支 B1」`forkCount=1` 而 `coCreationCount=2` ⇒ 两键口径确实不同)。
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2. **图谱下方「父代 / 子代」清单改响应式多列网格**。用户原话:「一行一个太奢侈了,你整小一点,响应式布局」。根因:两段清单用了两套容器——父代是 `grid`、子代是 `flex column + 54rem`,后者一张卡占满一行、16:9 封面被拉到 ~850×480。现在两段共用 `.lineage-relation__grid`(`repeat(auto-fill, minmax(10rem, 1fr))` + 容器 `max-width: 54rem`),实测 1440 **5 列** / 1024 **5 列** / 390 窄屏 **2 列**;卡宽 160–200px(比画布卡 212/148 窄一档,仍**同一个** `GameCard`,差异只由 `.lineage-relation__item` wrapper 表达);卡内标题单行省略、留白与字号收紧;封面仍 16:9 `object-fit: cover`。删掉随之失效的 `.lineage-relation__list` / `__row` / `__main`。
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3. **「总览」图标换成向内收拢**。用户原话:「改成向中间的箭头,因为现在这个就是起到这个作用的」。原用 lucide `Expand`(四角向外)与动作 `fitToView(true)`(缩小到装得下整棵树)**方向相反**;换成同一对反向图标里的 **`Minimize`**(箭头指向中间)。文案 / `aria-label` / `title` 保持「总览」不变(描述结果而非动作)。同栏逐个核对:缩小 `Minus` ✅、读数 `NNN%` ✅、放大 `Plus` ✅、刷新 `RefreshCcw` ✅、无搜索(`ZoomIn/ZoomOut` 已被测试钉住不得回归);测试新增 `Minimize` 必在 / `Expand` 不得回归的源码级断言。
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4. **详情页主操作行两个按钮定名**:`立即玩` → **`开始游戏`**(与游玩页启动按钮同一词表)、`一键开始共创` → **`开始共创`**(与玩家侧同一词表,两侧差别只在样式:共创者侧实心 lg / 玩家侧次要小按钮);未登录侧 `登录后开始共创` 不变。两个按钮都没有单独 `aria-label`,无障碍名 = 可见文本,因此随之自动一致。**未改**(另一件事,待确认):共创广场 hero 的「立即试玩」——它是滚动到列表的浏览入口,不是启动某个作品。
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- 影响面:`packages/shared/src/components/GameCard/index.tsx`(新增 `metric` 槽)、`src/components/game-distribution/{GameGalleryPage,LineageRelationLists,GameLineagePage,GameDetailPage}.tsx`、`src/components/game-distribution/gameDistribution.css`、`packages/shared/src/components/GameDetailDisplay/index.tsx`(注释)、`GameDistributionPages.test.tsx`、`docs/【技术方案】游戏共创与作品Fork-2026-10-03.md`、`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`。
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- 验证方式:`npx vitest run src/components/game-distribution src/components/platform-entry src/components/creator src/routing src/components/creation-home`、`npm run typecheck`、全仓 `npx eslint . --ext .ts,.tsx,.js,.mjs,.cjs --max-warnings 0`、`npm run check:encoding`、`git diff --check`;真机(只读 `127.0.0.1:8082` + 独立端口 Vite):共创页 5 张不同值卡(0/1/2/3/5)的文本+颜色+字重、游戏页同作品仍是「N 次游玩」、清单在 1440/1024/390 三档的列数/卡宽/封面比例/溢出、控件栏改前后截图、详情页共创者侧与玩家侧的可见文本与无障碍名。
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## 2026-10-07 「共创」从游戏页子页签升为侧边栏顶层入口;共创页卡片显示「共创 N」次数
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- 用户口径(原话):「共创页不应该是游戏页里的子标签,而应该是**侧边栏里的大标签**」;「共创页里的游戏卡片要突出一个**共创次数**(即它有多少个子项目)」。
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