iter8-T5 卡⑥ 战斗胜利总结结算接线:_on_choices_presented 战斗节点停点判据(battle 型+current_battle 已收场+非空候选三条件天然分流入口/兑付/商店停点)挂 BattleEndOverlay 胜利形态(金蜡封+GP 增量〔wallet_changed gain 载荷取数〕+总量 runner.gp+判定行+下一节点+明细回看既有按钮)——_on_battle_end_continue 挂起分派(_settlement_stop_pending→暂存候选回放进选路页,choices_presented 链保持在后);Boss 胜/失败走 level_finished 另路零变化——探针:结算框已拍板面断言(GP 行=钱包实态逐字/判定行/下一节点进选路)入 ui_click_probe 主循环;四探针段首清场补丁(残留断点触发互斥确认早退=本轮 input 挂死根因之二)——闸:冒烟 593/0+三探针全绿(click 问题=0)

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DKChan committed 2026-09-29 19:48:40 +08:00
1 parent d599743433
commit 3f46edbfa3
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@@ -42,6 +42,9 @@ var _seed_edit: LineEdit
var _lvbtn: Button # 开始冒险按钮句柄(迭代 8 卡③——有断点时互斥二次确认文案换面)
var _resume_btn: Button # 继续上局按钮句柄(迭代 8 卡②——有断点才亮)
var _lv_start_armed := false # 新冒险二次确认态(首击置位、二击提交、3s 超时回落——仿放弃确认)
var _settlement_stop_pending := false # 卡⑥ 战斗胜利总结结算框挂起态(确认「下一节点」后进选路页)
var _pending_candidates: Array = [] # 结算框挂起期的选路候选暂存(choices_presented 载荷)
var _last_gain_amount := 0 # 最近一笔钱包入账(卡⑥ GP 增量取数面——wallet_changed gain 载荷)
var _start_overlay: Control
var _end_overlay: BattleEndOverlay
var _inter_overlay: Control
@@ -432,6 +435,14 @@ func _on_battle_end_continue() -> void:
# 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石已在收束时入存档——存档序列化批)
_close_modal(_end_overlay)
_end_overlay.close()
# 卡⑥ 挂起分派:战斗胜利总结结算框的「下一节点」≠ 终局——进选路页(暂存候选恢复呈现)
if _settlement_stop_pending:
_settlement_stop_pending = false
_enter_level_screen()
level_screen.open_choices(_pending_candidates, runner)
_pending_candidates = []
_refresh_presentations()
return
_debug.reset()
if runner != null:
runner.restore_hero_base()
@@ -687,6 +698,20 @@ func _on_choices_presented(candidates: Array) -> void:
if runner == null:
return
log_view.append_bb(Narrator.route_line(candidates, runner))
# 卡⑥ 战斗胜利总结结算(battle.md OQ14 拍板面接线——欠账清偿):战斗胜利停点先弹 BattleEndOverlay
# 胜利形态(金蜡封+GP 增量+总量+判定行+「下一节点」+明细回看),确认后进选路页。判据 = 战斗节点
# 的选路停点且战斗已收场(battle 收尾分支 _settlement 置 null 先于本信号;入口/兑付/商店停点
# 的当前节点非 battle 型——三态天然分流)。Boss 胜/失败走 level_finished 另路不经此处。
if _adventure_mode and runner.current_battle() == null \
and String(runner.current_node().get("type", "")) == "battle" and not candidates.is_empty():
_settlement_stop_pending = true
_pending_candidates = candidates.duplicate()
_end_overlay.open_victory(Narrator.battle_end_text("victory", false), "下一节点",
board_view.get_global_rect(),
"战利品 GP +%d · 合计 %d" % [_last_gain_amount, int(runner.gp)])
_open_modal(_end_overlay)
_refresh_presentations()
return
_enter_level_screen()
level_screen.open_choices(candidates, runner)
_refresh_presentations()
@@ -953,9 +978,12 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary) -> void:
match String(event): # GP 影子账(迭代 6 T7——收束清零前取值,纯呈现零核心触碰=C1 呈现层方案)
"gain", "buy":
_adventure_gp_view = gp
if String(event) == "gain":
_last_gain_amount = int(extra.get("amount", 0)) # 卡⑥ GP 增量取数(每战恰一笔 gain)
"clear":
_adventure_gp_final = _adventure_gp_view
_adventure_gp_view = 0
_last_gain_amount = 0
if shop_overlay.visible and runner != null:
shop_overlay.refresh_state(runner.shop_products(), int(runner.gp))
_refresh_presentations()