iter49-卡1:效果端口与掷格分件批(轴戊两件建件):EffectPort六Callable路由+RewardRoller掷格面迁出+两业务类零引擎直连+effect_port_test V1-V3
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@@ -14,11 +14,21 @@ const AUTOLOAD_PATH_RNG := "/root/RngService"
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const AUTOLOAD_PATH_SAVE := "/root/SaveManager"
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const AUTOLOAD_PATH_META := "/root/MetaProgression"
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const UiAssembler := preload("res://presentation/ui_assembler.gd")
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const Narrator := preload("res://presentation/battle_narrator.gd")
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const TuneSimController := preload("res://presentation/tune_sim_controller.gd")
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const DebugSessionScript := preload("res://presentation/debug_session.gd")
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const TreasureInteractController := preload("res://presentation/treasure_interact_controller.gd") # 秘宝两步交互
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const CurioInteractController := preload("res://presentation/curio_interact_controller.gd") # 三选一与替换子交互
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const CampShopPresenter := preload("res://presentation/camp_shop_presenter.gd") # 营地/商店投影
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const BoardResolversScript := preload("res://presentation/board_resolvers.gd") # 棋盘解析回调族
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const MainUiBuild := preload("res://presentation/main_ui_build.gd") # 装配分步承接件
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const MainAdventureFlow := preload("res://presentation/main_adventure_flow.gd") # 冒险流程承接件
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const MainOverlayFlow := preload("res://presentation/main_overlay_flow.gd") # 覆盖层流程承接件
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const MainDebugFlow := preload("res://presentation/main_debug_flow.gd") # 调试流程承接件
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const MenuScreenScene := preload("res://presentation/scenes/menu_screen.tscn") # 三屏壳场景
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const CampScreenScene := preload("res://presentation/scenes/camp_screen.tscn")
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const AdventureScreenScene := preload("res://presentation/scenes/adventure_screen.tscn")
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var db
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var run_scope = null # 会话状态承载(run_scope.gd;_ready 即建闲时态,永非 null)
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@@ -230,7 +230,7 @@ static func motion(dur: float) -> float:
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# 的字形/无演出回退路径;禁 preload(素材缺位树上直接断言炸脚本,冒烟安全红线)
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const TEX_HERO_IDLE := "res://assets/art/character/character_hero_idle.png"
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const TEX_HERO_WALK := "res://assets/art/character/character_hero_walk.png"
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const TEX_HERO_PORTRAIT := "res://assets/art/character/character_hero_portrait.png" # B 区站桩立绘·normal 态(素材=原稿分辨率,显示档缩放读 standee_motion PORTRAIT_DISPLAY_H)
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const TEX_HERO_PORTRAIT := "res://assets/art/character/character_hero_portrait.png" # B 区站桩立绘·normal 态(48px 档)
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const TEX_HERO_ATTACK := "res://assets/art/character/character_hero_attack.png" # B 区站桩立绘·attack 态(三态切换)
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const TEX_HERO_HIT := "res://assets/art/character/character_hero_hit.png" # B 区站桩立绘·hit 态(三态切换)
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# 敌种立绘(B 区站桩)——文件键 = 数据表主键 enemy_id(圣经 §8.3 命名规范),
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