iter47-卡3:卡⑤(迭代47·Esc浮窗与营地顶栏批): Esc浮窗四态路由+CampHudBand顶栏栏+设置语境分支+断言批+审计补差+master取用+camp.md v2.3定稿吸收(半透明遮罩0.6场景根留底/Esc先关窗Q1甲换代)——终态六枚落满
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@@ -27,6 +27,7 @@ func _ready() -> void:
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await _step_boot_menu()
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await _step_menu_to_camp()
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await _step_camp_back_to_menu()
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await _step_camp_esc_and_hud() # 卡⑤——Esc 四态路由/三出口/设置语境分支/HUD 读数
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await _step_save_select_open_back() # 迭代 33 卡③ sl10——选档开合+返回路径+ESC 语境不响应
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await _step_menu_to_adventure()
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await _step_level_to_battle_and_back()
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@@ -122,7 +123,9 @@ func _step_camp_back_to_menu() -> void:
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return
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main.ui.modals.camp.scene.object_pressed.emit(&"campfire")
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await _frames()
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main.ui.modals.confirm_dialog.confirmed.emit() # 二次确认离场(回主菜单——卡④ T4)
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if not main.ui.modals.confirm_dialog.visible:
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_problems.append("③篝火:二次确认弹窗未现(camp.md v2.2 必须先确认)〔营地图批 V7〕")
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main.ui.modals.confirm_dialog.confirmed.emit() # 二次确认离场(confirmed 先于关层——卡④ T4)
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await _frames()
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_expect_exclusive("③营地→菜单(回退)", "菜单")
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@@ -229,3 +232,73 @@ func _step_end_back_to_menu() -> void:
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_expect_exclusive("⑦终局→菜单", "菜单")
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if main.run_scope != null and main.run_scope.is_adventure:
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_problems.append("⑦终局→菜单:冒险态未收束(run_scope 仍标 is_adventure)")
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# ---- ③' 营地 Esc 浮窗+HUD(卡⑤——真实键盘合成路径 push_input;四态路由+三出口+语境分支+余额单口)----
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func _step_camp_esc_and_hud() -> void:
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ProbeUiUtil.isolate_save(main, "smoke_screen_flow_esc", false, false, true)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_esc"):
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_problems.append("[esc] 营地入口缺失(选档层新档钮驱动中断)〔ESC批 V1〕")
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return
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await _frames()
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_push_esc()
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await _frames()
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if not main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] 营地根态 Esc 未唤起浮窗(契约 9③)〔ESC批 V1〕〔ESC批 B1〕")
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_push_esc()
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await _frames()
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if main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] 再按 Esc 未关浮窗(Q2 同键单义切换失守)〔ESC批 V1〕")
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_push_esc(true) # echo 连发(真实键盘长按形态)
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await _frames()
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if main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] echo 事件唤起浮窗(触发沿 pressed 且非 echo 失守)〔ESC批 V1〕")
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main.ui.modals.camp.scene.object_pressed.emit(&"dummy") # 子界面开态
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await _frames()
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_push_esc()
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await _frames()
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if main.ui.modals.camp.tree.visible:
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_problems.append("[esc] 子界面开态 Esc 未关窗(camp.md v2.3 定稿——先关最上层窗)〔ESC批 V1〕")
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if main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] 关窗同拍唤起浮窗(先关窗后浮窗——两拍应分离)〔ESC批 V1〕")
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await _frames()
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# HUD 余额(契约 5 时机③——夹具直写后显式触发才变;禁 band 自刷假设)
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main.meta.meta_state._add_keystone(9999)
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main._camp_pres.views.refresh_bus.refresh(main._camp_data()) # 显式触发刷新单口
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var band: Control = main.ui.modals.camp.scene.get_node("HudBandSlot").get_child(0)
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if not String(band._badge.value_label.text).begins_with("钥石 9999"):
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_problems.append("[esc] HUD 余额读数≠存档单口现值(直写+显式触发未变)〔ESC批 V6〕〔ESC批 B2〕")
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# 设置开在浮窗之上→Esc 无反馈且浮窗不误关(契约 9①);关设置回浮窗不回主菜单(契约 3 语境分支)
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_push_esc()
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await _frames()
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main._on_esc_settings()
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await _frames()
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if not main.ui.modals.settings_overlay.visible:
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_problems.append("[esc] 浮窗设置出口断裂〔ESC批 V4〕")
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_push_esc()
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await _frames()
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if not main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] 设置开态 Esc 误关浮窗(契约 9①——浮窗不隔层关闭)〔ESC批 V1〕")
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main._on_settings_closed()
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await _frames()
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if not main.ui.modals.camp.esc_overlay.visible or main.ui.screens.start_overlay.visible:
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_problems.append("[esc] 关设置后未回浮窗或回弹主菜单(契约 3 语境分支失守)〔ESC批 V4〕〔ESC批 B3〕")
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# 返回主菜单动线(契约 4——浮窗自收+营地隐+选档收+菜单显)
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main.ui.modals.camp.esc_overlay.return_requested.emit()
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await _frames()
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if main.ui.modals.camp.esc_overlay.visible or main.ui.modals.camp.scene.visible or main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
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_problems.append("[esc] 返回主菜单动线失守(浮窗自收/营地隐/选档收/菜单显)〔ESC批 V3〕〔ESC批 B3〕")
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# 非营地语境(boot 菜单)Esc→无响应(契约 9④ 回归面)
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_push_esc()
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await _frames()
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if main.ui.modals.camp.esc_overlay.visible:
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_problems.append("[esc] 非营地语境 Esc 唤起浮窗(契约 9④ 失守)〔ESC批 V1〕")
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func _push_esc(echo := false) -> void:
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var ev := InputEventKey.new()
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ev.keycode = KEY_ESCAPE
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ev.physical_keycode = KEY_ESCAPE
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ev.pressed = true
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ev.echo = echo
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main.get_viewport().push_input(ev, true) # 真实键盘合成路径(:153 先例——push_input 不更新 Input 单例动作态)
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