iter41-卡1:核心数据面结构收敛批:在册85键全清——校验族13文件/生成器族2文件/效果引擎四域拆分+config_db归位三域容器(公开44→8、类变量25→9)+存档拆件SlotStore/MetaStateStore(save 52→7)+meta_progression瘦身(31→20)+adventure_table拆段3段件(.tres等值迁移)+action_economy删并(18→15)+spawn签名束化(10→1);行为零变化逐字(校验错误清单/RNG消费序冻结/存档序列化/效果装载序/四词表),8新件键账在阈,全域改址约1330处
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@@ -32,7 +32,7 @@ static func build_battle_ui(root: Control, db: ConfigDb) -> Dictionary:
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var board_zone := BoardZoneView.new()
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bottom.add_child(board_zone)
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board_zone.ap_bar.set_refresh_cost(int(db.action_economy.rap_refresh_cost)) # RAP 读数表值驱动
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board_zone.ap_bar.set_refresh_cost(int(db.run.action_economy.rap_refresh_cost)) # RAP 读数表值驱动
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# 结算演出覆盖层(A–D 之上——z 序 = addChild 序,模态覆盖层组在 build_overlays 中更晚挂入)
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var settlement_fx := SettlementFxView.new()
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@@ -65,7 +65,7 @@ static func build_battle_ui(root: Control, db: ConfigDb) -> Dictionary:
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# 本组不含明细回看 overlay——冒险中回看归「生涯」页;
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# 本组不含营地覆盖层——在 camp_screen 屏壳构建)
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static func build_overlays(host: Control, db: ConfigDb) -> Dictionary:
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var legend_overlay := LegendOverlay.new(int(db.action_economy.rap_refresh_cost)) # RAP 行表值注入
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var legend_overlay := LegendOverlay.new(int(db.run.action_economy.rap_refresh_cost)) # RAP 行表值注入
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host.add_child(legend_overlay)
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var node_overlay := NodeOverlay.new()
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