feat(迭代27 T1): 波一 场景拆分+局生命周期物化——逐位一致对拍全同
P0-1 三屏场景化(契约2 只拆不重写): - menu_screen/camp_screen/adventure_screen 三 .tscn 屏壳+壳脚本(视图代码原样构建, 40+ views 零 .tscn 化);adventure 屏壳内含 level_map/battle 两容器 - main.gd _build_ui 解体=三屏实例化+模态装配+接线;组合根句柄全部保留(探针挂载 假设 main.X 一级路径零迁移);树序=屏壳在前全模态之下(视觉共存对逐对验算) - 屏壳根 mouse_filter=IGNORE(ui_input 实证:全屏 STOP 壳吃下层模态鼠标输入) P0-2 会话物化(裁点①甲 autoload+手工清单消亡): - run_scope.gd 节点持全部局态(adventure/runner/settlement/7+ 局态旗/账本); _begin_session 建会话、终局整节点 queue_free()——_reset_run_scope 三项+ _on_battle_end_continue 置空四件手工清单删除 - SaveManager/MetaProgression 升格 autoload 3/4 号位(类名加 Core 后缀沿 RngService 先例;--script 模式编译器不解析裸 autoload 标识符——组合根留读视图属性 get_node 形态) - 探针隔离改 attach_path 原地重置(set_master_seed 先例);10 探针+pacing 测试迁移 验收(V1 核心=逐位一致对拍): - parity_anchor 三变体 base/attune/shop×40 局 RUNSUM+JSONL 双面逐位全同(零行为漂移) - 冒烟 1055→1077/0(+V2 屏壳独立实例化 11 断言+V3 两连局复位 11 断言) - run_all 25 套+probe click 全绿+render_gate golden 0.00%×3
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class_name RunScope
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extends Node
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# 一局会话状态承载(迭代 27 T1——P0-2「局生命周期物化」修复波)。
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# 会话 = 一次冒险(开新/续玩)或一次调试两层对局;组合根 _begin_session 创建本节点挂树、
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# 会话更替/终局整节点 queue_free()——旧手工复位清单(原 main._reset_run_scope 三项 +
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# _on_battle_end_continue 置空四件)随节点释放机制消亡,此后新增跨局字段零新增泄漏点
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#(泄漏=低频难复现脏状态的手工契约病灶,审计 P0-2)。
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# 纪律:本节点零信号连接、零视图构建、零核心写调用(ADR-0001——信号连接只在组合根):
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# 纯状态承载,组合根经 run_scope.X 读写。
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var adventure = null # 冒险结构编排器(调试两层恒 null)
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var runner = null # 关卡推进器(冒险每关重取 adventure.runner();调试两层恒 null)
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var settlement = null # 当前战斗编排器(冒险与调试两层统一读它)
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var is_adventure := false # 冒险会话标记(inter 层确认分派与终局分派)
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var level_active := false # 对局激活(状态面板入口点亮/刷新受理分派)
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var level_screen_active := false # 关卡独立屏激活状态(屏级互斥——形态升格批语义)
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var refresh_used_round := 0 # 本轮已受理刷新次数(遥测 round_refresh_index——每轮 round_started 归零)
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var boss_active := false # Boss 遭遇变体(阶段指示附 Boss 名)
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var was_settling := false # 结算相位上升沿检测(结算轮光带触发——演出链批)
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var hints_shown := {} # 一次性非模态提示去重(每 run 一次:chord/no_adjacent)
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var settlement_stop_timer := ArmedTimer.new() # 卡⑥ 结算框挂起计时(T3/D3 P4 乙——窗口 0=挂起到显式回落)
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var pending_candidates: Array = [] # 结算框挂起期的选路候选暂存(choices_presented 载荷)
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var locked_click := {} # 锁期点击缓存(T17 v3.1——最后一次;演播完边沿重放)
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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)
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var gp_ledger = null # GP 冒险钱包影子账(gp_shadow_ledger.gd 实例——wallet 事件投喂;T3 账本收口波将退役)
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uid://d05dkfqnbqdlx
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class_name AdventureScreen
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extends Control
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# 冒险屏壳(迭代 27 T1 场景拆分——审计 P0-1 第一步;内含关卡地图屏与战斗屏两容器)。
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# 两容器视图原样构建(build_battle_ui 归 ui_assembler 纪律不变、LevelMapScreen 类视图继续
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# 代码构建、零 .tscn 化改造——契约 2);战斗信号接线归组合根 main.gd(ADR-0001——信号连接
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# 只在组合根)。树序语义:本屏壳挂 main 首子位(全模态之下)——屏内 level_screen 与
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# battle_root 无同时可见态(屏级互斥+模态栈遮挡),层内先后序零视觉差;
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# 模态登记序不变(level_screen 实例仍按节点层与三选一层之间登记)。
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# 可独立实例化(F6/headless 挂载)——V2 探针断言载体。
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var battle_root: Control # 战斗屏宿主(B/C/D 三区容器——原 main._battle_root 句柄指向成员)
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var stage: BattleStageView # B 区(含 log_view 明细带)
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var log_view: BattleLogView
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var info_panel: HeroInfoPanelView # C 区
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var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
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var board_view: BoardView # 探针兼容别名(= board_zone.board_view)
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var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar)
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var settlement_fx: SettlementFxView # 结算演出覆盖层
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var level_screen: LevelMapScreen # 关卡画面(独立屏)
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const UiAssembler := preload("res://presentation/ui_assembler.gd") # 构建归装配器(规范 1.1——非全局类,preload 引用)
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE # 屏壳=纯容器(ui_input 实证:全屏 STOP 壳会吃掉下层模态鼠标输入)
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battle_root = VBoxContainer.new()
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add_child(battle_root)
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var battle_ui: Dictionary = UiAssembler.build_battle_ui(battle_root, get_node("/root/ConfigDB"))
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stage = battle_ui.stage
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log_view = battle_ui.log_view
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info_panel = battle_ui.info_panel
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board_zone = battle_ui.board_zone
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board_view = battle_ui.board_view
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ap_bar = battle_ui.ap_bar
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settlement_fx = battle_ui.settlement_fx
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level_screen = LevelMapScreen.new()
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add_child(level_screen)
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uid://csw5cl1xa7qu7
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[gd_scene load_steps=2 format=3 uid="uid://slice0advn0screen"]
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[ext_resource type="Script" path="res://presentation/scenes/adventure_screen.gd" id="1_advn"]
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[node name="AdventureScreen" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_advn")
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class_name CampScreen
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extends Control
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# 营地屏壳(迭代 27 T1 场景拆分——审计 P0-1 第一步)。
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# 营地覆盖层视图原样构建(CampOverlay 类视图继续代码构建、零 .tscn 化改造——契约 2);
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# 购买/开合接线归组合根经 CampShopPresenter(ADR-0001——信号连接只在组合根)。
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# 可独立实例化(F6/headless 挂载)——V2 探针断言载体。
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var camp_overlay: CampOverlay # 营地覆盖层(原 build_overlays 营地段迁入——main 组合根句柄指向本屏成员)
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE # 屏壳=纯容器(ui_input 实证:全屏 STOP 壳会吃掉下层模态鼠标输入)
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camp_overlay = CampOverlay.new()
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add_child(camp_overlay)
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uid://dw1k6rn5w8gso
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[gd_scene load_steps=2 format=3 uid="uid://slice0camp0screen"]
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[ext_resource type="Script" path="res://presentation/scenes/camp_screen.gd" id="1_camp"]
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[node name="CampScreen" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_camp")
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class_name MenuScreen
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extends Control
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# 开始菜单屏壳(迭代 27 T1 场景拆分——审计 P0-1「场景作为组合单元/生命周期单元」第一步)。
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# 视图代码原样构建(节点构建归 ui_assembler.gd 纪律不变——本屏壳只持有与暴露句柄);
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# 按钮接线归组合根 main.gd(ADR-0001——信号连接只在组合根)。
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# 可独立实例化(F6/headless 挂载)——V2「各新屏场景可独立实例化」探针断言载体。
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# main 组合根保留 _start_overlay 等句柄指向本屏成员——可见性开关与探针挂载假设零迁移。
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var start_overlay: Control # 全屏菜单层(原 main._start_overlay——组合根可见性开关句柄不变)
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var box: VBoxContainer
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var lvbtn: Button
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var resumebtn: Button
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var campbtn: Button
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var careerbtn: Button
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var settingsbtn: Button
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var quitbtn: Button
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const UiAssembler := preload("res://presentation/ui_assembler.gd") # 构建归装配器(规范 1.1——非全局类,preload 引用)
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE # 屏壳=纯容器(ui_input 实证:全屏 STOP 壳会吃掉下层模态鼠标输入)
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var start: Dictionary = UiAssembler.build_start_overlay(self, get_node("/root/ConfigDB"))
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start_overlay = start.overlay
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box = start.box
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lvbtn = start.lvbtn
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resumebtn = start.resumebtn
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campbtn = start.campbtn
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careerbtn = start.careerbtn
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settingsbtn = start.settingsbtn
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quitbtn = start.quitbtn
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uid://dqijp10rs1kaj
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[gd_scene load_steps=2 format=3 uid="uid://slice0menu0screen"]
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[ext_resource type="Script" path="res://presentation/scenes/menu_screen.gd" id="1_menu"]
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[node name="MenuScreen" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_menu")
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@@ -62,9 +62,10 @@ static func build_battle_ui(root: Control, db) -> Dictionary:
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# 模态覆盖层组(z 序 = 登记序:图例 < 节点 < 终局 < 商店)。
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# 返回 {legend_overlay, node_overlay, end_overlay, shop_overlay, camp_overlay};调用方按本序 addChild。
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# 返回 {legend_overlay, node_overlay, end_overlay, shop_overlay};调用方按本序 addChild。
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# (调整板已随迭代 14.5 调试整合批退役——调试浮窗由组合根直构挂树序最末,见 main._build_ui;
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# 明细回看 overlay 已随 M9/P-C7 退役 2026-10-04——冒险中回看归「生涯」06 登记)
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# 明细回看 overlay 已随 M9/P-C7 退役 2026-10-04——冒险中回看归「生涯」06 登记;
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# 营地覆盖层已随迭代 27 T1 场景拆分迁 camp_screen 屏壳——本组不再构建)
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static func build_overlays(host: Control, db) -> Dictionary:
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var legend_overlay := LegendOverlay.new(int(db.action_economy.rap_refresh_cost)) # 打磨包 2026-09-29——RAP 行表值注入
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host.add_child(legend_overlay)
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@@ -79,16 +80,11 @@ static func build_overlays(host: Control, db) -> Dictionary:
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var shop_overlay := ShopOverlay.new()
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host.add_child(shop_overlay)
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# 营地覆盖层(元进度实现批 2026-09-21——主菜单营地入口兑付呈现;开合与开始层互斥仿设置面先例)
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var camp_overlay := CampOverlay.new()
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host.add_child(camp_overlay)
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return {
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"legend_overlay": legend_overlay,
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"node_overlay": node_overlay,
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"end_overlay": end_overlay,
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"shop_overlay": shop_overlay,
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"camp_overlay": camp_overlay,
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}
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uid://dd071t8g8cjb3
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