iter16ui T1:N3 status_slot_row 九枚状态图标 preload→路径串+UiKit.load_tex 守卫(呈现层素材preload计数=0;_icon_tex 断言面/路径/占位回退全保持);轻闸=冒烟782/0+ui_struct 零红
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@@ -18,15 +18,15 @@ const MAX_SLOTS := 4
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# (2026-09-15 格面资源批补 sapped;2026-09-16 护甲等级掷点批 defense_up → ac_up 换装;
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# 同日 敌人技能池批补 empower/fortify 敌方增益两键——敌方增益显示 = 敌卡状态行文本 + 本图标键词汇)。
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const EFFECT_ICON := {
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"attack_up": preload("res://assets/ui/icons/status_attack_up.png"),
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"ac_up": preload("res://assets/ui/icons/status_ac_up.png"),
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"weaken": preload("res://assets/ui/icons/status_weaken.png"),
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"alert": preload("res://assets/ui/icons/status_alert.png"),
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"enrage": preload("res://assets/ui/icons/status_enrage.png"),
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"off_guard": preload("res://assets/ui/icons/status_off_guard.png"),
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"sapped": preload("res://assets/ui/icons/status_sapped.png"),
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"empower": preload("res://assets/ui/icons/status_empower.png"),
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"fortify": preload("res://assets/ui/icons/status_fortify.png"),
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"attack_up": "res://assets/ui/icons/status_attack_up.png",
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"ac_up": "res://assets/ui/icons/status_ac_up.png",
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"weaken": "res://assets/ui/icons/status_weaken.png",
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"alert": "res://assets/ui/icons/status_alert.png",
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"enrage": "res://assets/ui/icons/status_enrage.png",
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"off_guard": "res://assets/ui/icons/status_off_guard.png",
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"sapped": "res://assets/ui/icons/status_sapped.png",
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"empower": "res://assets/ui/icons/status_empower.png",
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"fortify": "res://assets/ui/icons/status_fortify.png",
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}
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# 极性词(tooltip 第三通道;运行时不再按极性染色/画框——绿↑红↓极性语言已内化于定稿图标本体)
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const EFFECT_POLARITY := {
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@@ -189,9 +189,11 @@ func _on_slot_hover(slot: Control) -> void:
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# 图标键解析(HUD框架:查不到的键按错误处理——立即断言 + 占位 + 诊断,禁止静默显示空图标)
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# 装载走 UiKit.load_tex 守卫(呈现层素材 preload 红线=0,UI 设计对齐批 N3 2026-10-06——
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# 素材缺位树上 preload 直接断言炸脚本;路径串表 + exists 守卫,缺位 null 走占位回退)
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func _icon_tex(effect_id: String) -> Texture2D:
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if EFFECT_ICON.has(effect_id):
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return EFFECT_ICON[effect_id]
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return UiKit.load_tex(EFFECT_ICON[effect_id])
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push_error("[状态槽] 未知图标键(映射表外键——立即断言): %s" % effect_id)
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assert(false, "未知图标键: " + effect_id)
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return null
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