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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@@ -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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