iter41-卡1:核心数据面结构收敛批:85键全清——三族拆域+config_db归位容器+存档拆件+meta瘦身+adventure拆段+spawn束化;行为零变化,8新件在阈
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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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