iter49-卡2:模态句柄分域批(句柄册三域化):UiModals 14→3纯字段容器+run/menu两新子容器+ModalFlow升格注册面直驻+全仓寻址换代+V1结构断言

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DKChan committed 2026-11-02 07:30:33 +08:00
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commit 240f1a1769
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@@ -46,7 +46,7 @@ static func _build_screens(root: Variant) -> void:
root.ui.battle.info_panel = root.ui.screens.adventure_screen.info_panel
root.ui.battle.board_zone = root.ui.screens.adventure_screen.board_zone
root.ui.battle.settlement_fx = root.ui.screens.adventure_screen.settlement_fx
root.ui.modals.level_screen = root.ui.screens.adventure_screen.level_screen
root.ui.modals.run.level_screen = root.ui.screens.adventure_screen.level_screen
static func _build_battle_wiring(root: Variant) -> void:
# 结算行排播泵(本体在 row_pacer.gd;本类注入视图句柄与呈现刷新回调,零信号连接)
@@ -57,7 +57,7 @@ static func _build_battle_wiring(root: Variant) -> void:
root.ui.screens.row_pacer.settlement_fx = root.ui.battle.settlement_fx
root.ui.screens.row_pacer.board_view = root.ui.battle.board_zone.board_view
root.ui.screens.row_pacer.refresh_request = root._refresh_presentations
root.ui.screens.row_pacer.pump_ended = root.ui.modals.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.ui.screens.row_pacer.pump_ended = root.ui.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.add_child(root.ui.screens.row_pacer)
# 秘宝两步交互(本体在 treasure_interact_controller.gd;settlement/runner/grant 随关卡/战斗更替,
# 经现值回调注入——仿 identity_resolver 只读回调先例;grant 每战新建编排器,现值取件防悬挂)
@@ -86,10 +86,10 @@ static func _build_overlays(root: Variant) -> void:
# < 商店 < 营地场景根 < 四子界面 < 设置 < 状态面板(只读) < 生涯页(只读) < 确认弹窗 < 调试浮窗;
# 关卡画面住冒险屏壳(树序在模态之下)——登记序仍夹在节点层与三选一层之间,遮挡语义零改动)
var overlays: Dictionary[Variant, Variant] = UiAssembler.build_overlays(root, root.db)
root.ui.modals.legend_overlay = overlays.legend_overlay
root.ui.modals.node_overlay = overlays.node_overlay
root.ui.modals.end_overlay = overlays.end_overlay
root.ui.modals.shop_overlay = overlays.shop_overlay
root.ui.modals.run.legend_overlay = overlays.legend_overlay
root.ui.modals.run.node_overlay = overlays.node_overlay
root.ui.modals.run.end_overlay = overlays.end_overlay
root.ui.modals.menu.shop_overlay = overlays.shop_overlay
root.ui.screens.camp_screen = CampScreenScene.instantiate()
root.add_child(root.ui.screens.camp_screen)
# 营地场景根装配(布局表经 ConfigDB 单点注入——视图禁自载表路径;CampOverlay 随四柜台拆解退役)
@@ -120,58 +120,58 @@ static func _build_overlays(root: Variant) -> void:
var hud_band := CampHudBand.new()
root.ui.modals.camp.scene.set_hud_band(hud_band)
# 屏壳/子界面插位由 LAYER_CONTRACT 槽统一落位——禁散落 move_child
root.ui.modals.legend_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.legend_overlay))
root.ui.modals.node_overlay.continue_pressed.connect(root._on_node_continue)
root.ui.modals.level_screen.route_chosen.connect(root._on_route_chosen)
root.ui.modals.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.ui.modals.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root.ui.modals.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
root.ui.modals.run.legend_overlay.closed.connect(root.ui.flow.close.bind(root.ui.modals.run.legend_overlay))
root.ui.modals.run.node_overlay.continue_pressed.connect(root._on_node_continue)
root.ui.modals.run.level_screen.route_chosen.connect(root._on_route_chosen)
root.ui.modals.run.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.ui.modals.run.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root.ui.modals.run.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
static func _build_aux_panels(root: Variant) -> void:
root.ui.modals.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.ui.modals.settings_overlay)
root.ui.modals.settings_overlay.closed.connect(root._on_settings_closed)
root.ui.modals.menu.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.ui.modals.menu.settings_overlay)
root.ui.modals.menu.settings_overlay.closed.connect(root._on_settings_closed)
# 局内状态面板·只读(登记设置层同档带 dim 遮罩,确认弹窗之前;
# 数据=组合根开层实时读 MetaProgression 访问器喂入,本层零写通路)
root.ui.modals.status_panel = StatusPanel.new()
root.add_child(root.ui.modals.status_panel)
root.ui.modals.status_panel.closed.connect(root._on_status_closed)
root.ui.modals.run.status_panel = StatusPanel.new()
root.add_child(root.ui.modals.run.status_panel)
root.ui.modals.run.status_panel.closed.connect(root._on_status_closed)
# 生涯页·只读全屏页(登记序=营地同档,设置层旁、确认弹窗之前;
# 树序同步=addChild 同位(登记序=树序=z 序纪律);数据=组合根开层实时读 SaveManager 计数
# 访问器+MetaProgression 访问器喂入,本层零写通路零跳转;入口=开始层「营地与系统」组生涯钮)
root.ui.modals.career_overlay = CareerOverlay.new()
root.add_child(root.ui.modals.career_overlay)
root.ui.modals.career_overlay.closed.connect(root._on_career_closed)
root.ui.modals.menu.career_overlay = CareerOverlay.new()
root.add_child(root.ui.modals.menu.career_overlay)
root.ui.modals.menu.career_overlay.closed.connect(root._on_career_closed)
# 选档界面(营地交互重做卡③):登记序=生涯同档(树序同步=addChild 同位);三动作只发意图信号
#(激活/创建/删除+确认分派归组合根——视图零数据层依赖);入口=「进入存档」钮(卡② mn3 接线)。
root.ui.modals.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.ui.modals.save_select_overlay)
root.ui.modals.save_select_overlay.closed.connect(root._on_save_select_closed)
root.ui.modals.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.ui.modals.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.ui.modals.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
root.ui.modals.menu.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.ui.modals.menu.save_select_overlay)
root.ui.modals.menu.save_select_overlay.closed.connect(root._on_save_select_closed)
root.ui.modals.menu.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.ui.modals.menu.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.ui.modals.menu.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
static func _build_curio(root: Variant) -> void:
# 提升三选一覆盖层(z 序 = 节点层之上、终局层之下;确认后同拍推进;
# 插位由 LAYER_CONTRACT curio 槽统一落位——禁散落 move_child)
root.ui.modals.curio_overlay = CurioPickOverlay.new()
root.add_child(root.ui.modals.curio_overlay)
root.ui.modals.run.curio_overlay = CurioPickOverlay.new()
root.add_child(root.ui.modals.run.curio_overlay)
# 提升三选一与替换子交互(本体在 curio_interact_controller.gd;本类只接线与回调注入,
# 模态栈/演播后排窗/呈现刷新/fatal 经回调注入,adventure/runner 现值回调)
root._bonus = CurioInteractController.new(CurioFlowContext.new(root.db,
{"curio_overlay": root.ui.modals.curio_overlay, "end_overlay": root.ui.modals.end_overlay,
{"curio_overlay": root.ui.modals.run.curio_overlay, "end_overlay": root.ui.modals.run.end_overlay,
"board_view": root.ui.battle.board_zone.board_view, "toast": root.ui.battle.board_zone.toast},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"adventure_get": func() -> Variant: return root.run_scope.adventure,
"runner_get": func() -> Variant: return root.run_scope.runner,
"adventure_mode_get": func() -> Variant: return root.run_scope.is_adventure},
{"open_modal": root.ui.modals.flow.open, "open_modal_after_playback": root.ui.modals.flow.open_after_playback,
"close_modal": root.ui.modals.flow.close, "refresh_presentations": root._refresh_presentations,
{"open_modal": root.ui.flow.open, "open_modal_after_playback": root.ui.flow.open_after_playback,
"close_modal": root.ui.flow.close, "refresh_presentations": root._refresh_presentations,
"fatal_screen": root._fatal_screen,
"gp_summary": _gp_summary_cb(root)})) # 构造参数收拢 context(u20 三束)
root.ui.modals.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.ui.modals.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.ui.modals.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
root.ui.modals.run.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.ui.modals.run.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.ui.modals.run.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
static func _build_menu_wiring(root: Variant) -> void:
# 菜单屏接线(句柄经屏壳暴露;三入口化——进入存档/设置/退出游戏,卡② mn3:
@@ -192,17 +192,17 @@ static func _build_menu_wiring(root: Variant) -> void:
root._camp_pres = CampShopPresenter.new(CampFlowContext.new(root.db,
{"camp_scene": root.ui.modals.camp.scene, "forge_view": root.ui.modals.camp.forge,
"treasure_view": root.ui.modals.camp.treasure, "tree_view": root.ui.modals.camp.tree,
"codex_view": root.ui.modals.camp.codex, "shop_overlay": root.ui.modals.shop_overlay,
"codex_view": root.ui.modals.camp.codex, "shop_overlay": root.ui.modals.menu.shop_overlay,
"toast": root.ui.battle.board_zone.toast, "start_overlay": root.ui.screens.start_overlay,
"save_select_overlay": root.ui.modals.save_select_overlay, "logger": root.logger,
"save_select_overlay": root.ui.modals.menu.save_select_overlay, "logger": root.logger,
"refresh_bus": camp_bus},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"runner_get": func() -> Variant: return root.run_scope.runner},
{"open_modal": root.ui.modals.flow.open, "close_modal": root.ui.modals.flow.close,
{"open_modal": root.ui.flow.open, "close_modal": root.ui.flow.close,
"refresh_presentations": root._refresh_presentations})) # 构造参数收拢 context(u21 三束)
root.ui.modals.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.ui.modals.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.ui.modals.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
root.ui.modals.menu.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.ui.modals.menu.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.ui.modals.menu.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
# 营地信号接线(CampOverlay 退役——四子界面意图信号+场景点选组合根路由+closed 经 bind 携视图)
root.ui.modals.camp.forge.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy)
root.ui.modals.camp.forge.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
@@ -229,13 +229,13 @@ static func _build_debug_and_resolvers(root: Variant) -> void:
#(纪律「登记序 = 树序 = z 序」——confirm_dialog.open 禁运行时 move_child 自提抬层;
# 弹窗只在开始菜单域弹出,绘制序恒最上;
# 诊断转储入口在调试浮窗)
root.ui.modals.confirm_dialog = ConfirmDialog.new()
root.add_child(root.ui.modals.confirm_dialog)
root.ui.modals.menu.confirm_dialog = ConfirmDialog.new()
root.add_child(root.ui.modals.menu.confirm_dialog)
# 消费方编排(卡③ 契约 3/sl8——禁双常驻静态接线):open 前设 _confirm_consumer,
# confirmed/cancelled 后按该状态量分派;分派面可容纳后续消费方(卡④ 到位直接接入不返工)
root.ui.modals.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.ui.modals.confirm_dialog.secondary_confirmed.connect(root._on_confirm_secondary) # 三钮次确认(卡④ 大门「开始新冒险」出口)
root.ui.modals.confirm_dialog.cancelled.connect(root._on_confirm_declined)
root.ui.modals.menu.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.ui.modals.menu.confirm_dialog.secondary_confirmed.connect(root._on_confirm_secondary) # 三钮次确认(卡④ 大门「开始新冒险」出口)
root.ui.modals.menu.confirm_dialog.cancelled.connect(root._on_confirm_declined)
# Esc 浮窗三出口接线(卡⑤——意图信号经薄委托归 MainEscFlow 动线;输入入口=main._unhandled_input)
root.ui.modals.camp.esc_overlay.return_requested.connect(root._on_esc_return)
root.ui.modals.camp.esc_overlay.settings_requested.connect(root._on_esc_settings)
@@ -246,15 +246,15 @@ static func _build_debug_and_resolvers(root: Variant) -> void:
# 诊断转储入口在本浮窗,玩家画面零常驻调试件)。
# 树序在开始层与确认弹窗之后 = 浮于菜单之上的 Dialog(不隐藏开始层——与确认弹窗同款形态);
# 开窗唯一入口 = _show_debug_overlay(C6 单口——角标/探针/启动路径全收口)
root.ui.modals.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.ui.modals.debug_overlay)
root.ui.modals.debug_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.debug_overlay))
root.ui.modals.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.ui.modals.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.ui.modals.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
root.ui.modals.menu.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.ui.modals.menu.debug_overlay)
root.ui.modals.menu.debug_overlay.closed.connect(root.ui.flow.close.bind(root.ui.modals.menu.debug_overlay))
root.ui.modals.menu.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.ui.modals.menu.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.ui.modals.menu.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
# 棋盘解析回调族(有态绑定件——board_resolvers.gd 承接;组合根只接线;局部持有不占类成员位)
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.debug_overlay, func() -> Variant: return root.run_scope.settlement)
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.menu.debug_overlay, func() -> Variant: return root.run_scope.settlement)
# 奖励徽章数据源:地图战斗资源 身份解析只读回调(已开格身份 icon——挖掘期 Active 相位内有效)
root.ui.battle.board_zone.board_view.set_identity_resolver(resolvers.identity_lookup)
# 数字遮蔽数据源:地形变异 hide_number 解析只读回调(信息型呈现——board_view 渲染面读取)
@@ -271,21 +271,21 @@ static func _build_modal_flow(root: Variant) -> void:
# _apply_layer_contract 统一落位(关卡画面宿住冒险屏壳、营地屏壳夹商店与设置层之间、
# 三选一对位终局层之下等特例均在合同数据内表达,禁散落 move_child)
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable——实例随 ui.modals 容器构造建立)
root.ui.modals.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
root.ui.modals.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
root.ui.modals.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root.ui.modals.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
root.ui.modals.flow.flush_rows = root.ui.screens.row_pacer.flush
root.ui.modals.flow.on_open_sync = func() -> void:
root.ui.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
root.ui.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
root.ui.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root.ui.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
root.ui.flow.flush_rows = root.ui.screens.row_pacer.flush
root.ui.flow.on_open_sync = func() -> void:
root._sync_status_entry() # 状态面板入口角标可见性/置灰随开态同步
root._sync_debug_overlay() # 浮窗当局数据/按钮态随开态同步
root.ui.modals.flow.on_close_sync = func() -> void:
root.ui.flow.on_close_sync = func() -> void:
root._sync_status_entry() # 关闭恢复角标可点态(无残留——同源口径)
root._sync_debug_overlay() # 他层关闭复活浮窗时同步刷新(关后自动恢复语义配套)
root.ui.modals.flow.replay_click = root._replay_locked_click
root.ui.flow.replay_click = root._replay_locked_click
# 视觉层合同装配(唯一事实源=LAYER_CONTRACT:树序+登记序同源派生——改序只改合同表)
root.ui.apply_layer_contract(root)
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.debug_overlay, int(root.db.combat.hero.max_hp))
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.menu.debug_overlay, int(root.db.combat.hero.max_hp))
static func fatal_screen(root: Variant, msg: String) -> void:
var l := UiKit.label(msg,UiKit.FS_SUB, true, UiKit.RED_ALERT)