卡②T4(呈现层结构收敛批): u13/u19–u24——u13 curio_interact_controller引用束注入(16抄写成员删除,正文读点改址ctx三束键名34处,构造单点零随动)+u19 hud_presenter参数束收拢(refresh 8→4ctx五键{settlement,runner,level_active,db,refresh_remaining}/_refresh_out_of_battle 6→4同ctx/tune_sim_report 10→5 stats六键)+消费点改址(main:819 ctx束形/tune_sim stats束形)+u20 CurioFlowContext三束收拢(16参16成员→4参4成员,views/getters/flow字典)+u21 CampFlowContext同形(12→4)+main_ui_build两构造行改束传参+u22 battle_narrator(bonus_card_text模板表化9→4返回+档位尾注/秘宝卡两域)+u23 tune_sim(print删除[信息由logger JSONL承载]+run统计束收拢stats字典+单局模拟提函数;await零触碰=v1.19测量面豁免在册)+u24 playtest_logger(print×2删除,路径信息已由toast/JSONL承载);gdstyle基线内28→24键[await与main两键豁免在册]

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DKChan committed 2026-10-28 15:15:42 +08:00
1 parent 525529ad88
commit 836c25e41c
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@@ -816,7 +816,7 @@ func _refresh_used_snapshot() -> int:
func _refresh_presentations() -> void:
# 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查)
var refresh_remaining: int = maxi(0, int(db.run.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
HudPresenter.refresh(stage, info_panel, ap_bar, run_scope.settlement, run_scope.runner, run_scope.level_active, db, refresh_remaining)
HudPresenter.refresh(stage, info_panel, ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
_treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗)
_sync_settlement_visuals()