feat(ux): T2 独立屏落地——RouteOverlay 升格 LevelMapScreen+组合根屏级互斥
类/文件改名 route_overlay.gd→level_map_screen.gd(RouteOverlay 退役,uid 随迁);屏底=暗幕 0.6 半透→不透明 BG_ROOT+石纹底噪(TEX_BACKDROP_STONE load_tex 守卫缺位纯色回退,spec Layout 形态升格);open_choices 进入转场 alpha 淡入 200ms(UiKit.motion;就地刷新/模态栈恢复不重放)。 组合根:_battle_root 宿主引用留存+_level_screen_active 状态+_enter/_exit_level_screen 单一出口(进屏隐战斗屏/出屏显战斗屏);_on_choices_presented 走进屏;_on_route_chosen 出屏分支;_on_adventure_finished 强制回战斗屏呈现摘要(放弃入口终局兜底)。_input_locked/模态登记序(节点层与商店层之间)不变——兑付覆盖层域内弹出的遮挡恢复语义由模态栈零改动复用。 探针机械改名 main.route_overlay→main.level_screen(ui_probe 5/ui_click_probe 4/ui_input 5/ui_tune 2 处)。坑⑤再证:新 class_name 后未刷编辑器缓存致四探针 Parse Error 超时——--editor --quit 后全绿。轻闸=冒烟 557/0+五探针 PASS。
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-14
@@ -43,7 +43,9 @@ var _start_overlay: Control
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var _end_overlay: BattleEndOverlay
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var _inter_overlay: Control
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var _inter_label: Label
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var route_overlay: RouteOverlay # 节点图选路覆盖层(分支节点图批——零自动推进停点)
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var level_screen: LevelMapScreen # 关卡画面(独立屏——2026-09-28 形态升格批:激活期战斗屏宿主整体隐藏;零自动推进停点语义不变)
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var _battle_root: Control # 战斗屏宿主(B/C/D 三区容器——独立屏激活期 visible=false 级互斥)
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var _level_screen_active := false # 独立屏激活状态(覆盖兑付覆盖层在屏域内弹出期间——战斗屏保持隐藏)
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# 调试模式编排(单场/连续两层——状态机与战斗生命周期归 debug_session.gd,本类只接线与出 UI)
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var _debug = null
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@@ -99,6 +101,7 @@ func _ready() -> void:
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func _build_ui() -> void:
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var root := VBoxContainer.new()
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add_child(root)
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_battle_root = root # 独立屏互斥面(2026-09-28 形态升格批)
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var battle_ui: Dictionary = UiAssembler.build_battle_ui(root, db)
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stage = battle_ui.stage
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log_view = battle_ui.log_view
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@@ -132,15 +135,16 @@ func _build_ui() -> void:
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shop_overlay = overlays.shop_overlay
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camp_overlay = overlays.camp_overlay
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tune_panel = overlays.tune_panel
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route_overlay = RouteOverlay.new()
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add_child(route_overlay)
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# 树序 = 模态登记序 = z 遮挡序(缺陷⑤纪律)——选路层须夹在节点层与商店层之间
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move_child(route_overlay, node_overlay.get_index() + 1)
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level_screen = LevelMapScreen.new()
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add_child(level_screen)
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# 树序 = 模态登记序 = z 遮挡序(缺陷⑤纪律)——关卡画面须夹在节点层与商店层之间
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#(兑付覆盖层在本屏域内弹出:模态栈打开低层时自动隐藏高层本屏、关闭自动恢复——零机制改动复用)
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move_child(level_screen, node_overlay.get_index() + 1)
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legend_overlay.closed.connect(_on_modal_closed.bind(legend_overlay))
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review_overlay.closed.connect(_on_modal_closed.bind(review_overlay))
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node_overlay.continue_pressed.connect(_on_node_continue)
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route_overlay.route_chosen.connect(_on_route_chosen)
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route_overlay.abandon_requested.connect(_on_abandon_requested) # 放弃入口(2026-09-21 用户拍板——台账 119)
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level_screen.route_chosen.connect(_on_route_chosen)
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level_screen.abandon_requested.connect(_on_abandon_requested) # 放弃入口(2026-09-21 用户拍板——台账 119)
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shop_overlay.buy_requested.connect(_on_shop_buy)
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shop_overlay.leave_pressed.connect(_on_shop_leave)
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camp_overlay.buy_requested.connect(_on_camp_buy)
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@@ -151,7 +155,7 @@ func _build_ui() -> void:
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tune_panel.apply_requested.connect(_on_tune_apply)
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tune_panel.simulate_requested.connect(_on_tune_simulate)
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_modals = ModalStack.new()
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for m: Control in [legend_overlay, review_overlay, node_overlay, route_overlay, _end_overlay, shop_overlay, camp_overlay, tune_panel]:
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for m: Control in [legend_overlay, review_overlay, node_overlay, level_screen, _end_overlay, shop_overlay, camp_overlay, tune_panel]:
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_register_modal(m)
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_tune_sim = TuneSimController.new(db, tune_panel, int(db.hero.max_hp))
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@@ -205,7 +209,7 @@ func _on_modal_closed(m: Control) -> void:
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func _input_locked() -> bool:
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# 模态/非战斗期棋盘输入锁(各 overlay 自身可见即锁定)
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return legend_overlay.is_open() or review_overlay.is_open() or _end_overlay.is_open() \
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or node_overlay.visible or route_overlay.visible or shop_overlay.visible or tune_panel.visible \
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or node_overlay.visible or level_screen.visible or shop_overlay.visible or tune_panel.visible \
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or _start_overlay.visible or _inter_overlay.visible or settlement == null
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@@ -231,7 +235,7 @@ func _start_adventure() -> void:
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adventure.adventure_finished.connect(_on_adventure_finished)
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adventure.level_started.connect(_on_adventure_level_started)
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_level_active = true
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route_overlay.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期——2026-09-21 用户拍板)
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level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期——2026-09-21 用户拍板)
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_reset_run_scope()
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log_view.clear()
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var seed_val := _seed_value()
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@@ -304,7 +308,7 @@ func _on_adventure_finished(summary: Dictionary) -> void:
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_level_active = false
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var result: String = String(summary.get("result", ""))
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settlement = null
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_close_modal(route_overlay) # 终局兜底(放弃入口新场景:选路层在开态——走模态栈恢复其遮挡面;未开过时 close 容错)
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_exit_level_screen() # 终局兜底:独立屏在开态(放弃入口)也先回战斗屏呈现摘要——屏级互斥单一出口
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_sync_settlement_visuals() # → 全关
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stage.hero_standee.set_effects_cleared_feedback() # 状态全清可见反馈(增益状态×4④——载体 2026-09-26 迁 B 区站桩)
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stage.gray_all_enemies() # 死亡兜底:站桩灰化残位(禁瞬消语义的战斗收尾面)
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@@ -572,17 +576,36 @@ func _on_choices_presented(candidates: Array) -> void:
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if runner == null:
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return
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log_view.append_bb(Narrator.route_line(candidates, runner))
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_open_modal(route_overlay)
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route_overlay.open_choices(candidates, runner)
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_enter_level_screen()
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level_screen.open_choices(candidates, runner)
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_refresh_presentations()
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func _on_route_chosen(node_id: int) -> void:
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_close_modal(route_overlay)
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_close_modal(level_screen)
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if not level_screen.visible:
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_exit_level_screen() # 战斗/Boss 节点:切回战斗屏;奖励/恢复/商店:本屏保持激活(T3 接管域内弹出)
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if runner != null and not runner.pick_next_node(node_id):
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push_error("[组合根] 选路被拒(编号 %d 不在候选)" % node_id)
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# ---- 独立屏屏级互斥(形态升格批 2026-09-28——单一出口:进屏隐战斗屏 / 出屏显战斗屏)----
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# 兑付覆盖层(节点/商店)在本屏激活域内弹出期间保持隐藏态不变——模态栈打开低层时隐藏本屏、
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# 关闭自动恢复本屏(遮挡语义复用),战斗屏不在此期间回显。
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func _enter_level_screen() -> void:
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_level_screen_active = true
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_battle_root.visible = false
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_open_modal(level_screen)
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func _exit_level_screen() -> void:
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_level_screen_active = false
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_battle_root.visible = true
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if level_screen.visible:
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_close_modal(level_screen)
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func _on_abandon_requested() -> void:
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# 放弃入口(2026-09-21 用户拍板「放弃接口也要有」——推翻 冒险结构.md「MVP 无界面入口」后置条款;
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# 入口挂选路停点 = 天然非战斗期,拒绝分支仅防御在案):受理 → 冒险放弃结算(同失败型,
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+25
-7
@@ -7,14 +7,16 @@
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# ③ 放弃冒险二次确认(布局决策 3)——首击转确认态(文案+危险红脉冲约 3 秒超时回落),二击提交
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# ④ 顶栏语境:关卡名(level_row.display_name)+ GP 常驻徽章(2026-09-26 二轮拍板去向落地面)
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# ⑤ 底部状态栏(布局决策 4):生命/属性/本关加成三组常读(零加成隐藏),放弃按钮右端异位
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# 节点图选路覆盖层(模态):兑付确认后由组合根打开。零自动推进的玩家停点语义:唯一前进通道 =
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# 关卡画面(独立屏,Level Map Screen——2026-09-28 形态升格批 M-2 迭代 3 T2:原 RouteOverlay 模态
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# 覆盖层升格独立屏,spec level-map.md 形态章节同批改写):全屏不透明独占呈现——激活期战斗屏宿主
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# 由组合根整体隐藏(非暗幕半透、零透出)。零自动推进的玩家停点语义不变:唯一前进通道 =
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# 图上点候选节点 → route_chosen(node_id) → 组合根转 runner.pick_next_node。
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# 高内聚边界:只读 runner 成文出口(nodes()/visited_ids()/node_index/next_candidate_ids()/level_row/
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# hero_hp/gp/effective_*/bonus)做渲染,无任何写面;图形为程序化占位质量(占位纪律)。
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# 放弃入口(2026-09-21 用户拍板「放弃接口也要有」——台账 119):选路停点 = 天然非战斗期(接口契约:
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# 战斗中放弃一律拒绝),按钮常驻底栏右端;可见性归组合根(只在冒险模式开——放弃的语义对象是
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# "整局冒险";调试两层无节点图天然不可达)。
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class_name RouteOverlay
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class_name LevelMapScreen
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extends Control
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signal route_chosen(node_id: int)
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@@ -54,13 +56,23 @@ var _confirm_left := 0.0 # 确认态剩余秒数(_process 倒计
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func _init() -> void:
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var dim := ColorRect.new()
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dim.color = Color(0, 0, 0, 0.6)
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dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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add_child(dim)
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# 独立屏底(形态升格 2026-09-28——spec Layout:深底+石纹底噪铺满;底纹缺位回退纯色——load_tex 守卫)
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var base := ColorRect.new()
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base.color = UiKit.BG_ROOT
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base.set_anchors_preset(Control.PRESET_FULL_RECT)
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add_child(base)
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var noise := UiKit.load_tex(UiKit.TEX_BACKDROP_STONE)
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if noise != null:
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var tex := TextureRect.new()
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tex.texture = noise
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tex.stretch_mode = TextureRect.STRETCH_TILE
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tex.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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tex.set_anchors_preset(Control.PRESET_FULL_RECT)
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tex.mouse_filter = Control.MOUSE_FILTER_IGNORE
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base.add_child(tex)
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var center := CenterContainer.new()
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center.set_anchors_preset(Control.PRESET_FULL_RECT)
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dim.add_child(center)
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base.add_child(center)
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var box := VBoxContainer.new()
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box.add_theme_constant_override("separation", 10)
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center.add_child(box)
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@@ -195,6 +207,7 @@ func _process(delta: float) -> void:
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# 打开选路口(cands = 候选节点引用数组;runner 只读用于整图渲染与状态栏刷新)
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func open_choices(cands: Array, runner) -> void:
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var was_visible := visible # 进入转场判据(就地刷新/模态栈恢复不重放淡入)
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_runner = runner
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_hover_id = -1
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_reset_abandon_confirm()
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@@ -213,6 +226,11 @@ func open_choices(cands: Array, runner) -> void:
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_fit_canvas(_runner.nodes())
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_refresh_status()
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visible = true
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if not was_visible:
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# 独立屏淡入(spec Transitions:约 200ms;alpha 淡入非明度变化——art-bible §2 明度恒定)
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modulate.a = 0.0
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var ftw := create_tween()
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ftw.tween_property(self, "modulate:a", 1.0, UiKit.motion(0.2))
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# 画布随图自适应(level-map.md Layout:画布宽随层数、高随同层最大节点数——公式与 _layout 同源;
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File renamed without changes.
@@ -90,8 +90,8 @@ func _ready() -> void:
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await get_tree().process_frame
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# 停点前移批 2026-09-23:关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战(候选按钮退役 2026-09-28)
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#(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装)
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if main.route_overlay.visible:
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main.route_overlay.press_candidate(0)
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if main.level_screen.visible:
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main.level_screen.press_candidate(0)
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await get_tree().process_frame
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await get_tree().process_frame
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var t_entry := Time.get_ticks_msec() - t1
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@@ -113,9 +113,9 @@ func _ready() -> void:
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main.node_overlay.press_continue()
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_flags_placed.clear()
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continue
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if main.route_overlay.visible:
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if main.level_screen.visible:
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# 节点图选路口(零自动推进停点)——图上命中路径交替选候选(岔路使用行为;布局决策 2 改造)
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main.route_overlay.press_candidate(_route_clicks % 2)
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main.level_screen.press_candidate(_route_clicks % 2)
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_route_clicks += 1
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_flags_placed.clear()
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continue
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@@ -31,8 +31,8 @@ func _ready() -> void:
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# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
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# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
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# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
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if main.route_overlay.visible:
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var ro = main.route_overlay
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if main.level_screen.visible:
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var ro = main.level_screen
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var cands: Array = main.runner.next_candidate_ids()
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var nds: Array = main.runner.nodes()
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var tgt := {}
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@@ -56,13 +56,13 @@ func _ready() -> void:
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main.get_viewport().push_input(evc, true)
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await get_tree().process_frame
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await get_tree().process_frame
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if main.route_overlay.visible or main.runner.awaiting_choice():
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_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.route_overlay.visible), str(main.runner.awaiting_choice())])
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if main.level_screen.visible or main.runner.awaiting_choice():
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_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.level_screen.visible), str(main.runner.awaiting_choice())])
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for i in range(3):
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await get_tree().process_frame
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# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
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# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
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var ro2 = main.route_overlay
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var ro2 = main.level_screen
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var nds2: Array = main.runner.nodes()
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var layer2 := {}
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var inbound2 := {}
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@@ -15,7 +15,7 @@ func _ready() -> void:
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await get_tree().process_frame
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var problems: Array = []
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# ---- 放弃入口(2026-09-21 用户拍板——台账 119):默认隐藏(非冒险模式无冒险可放弃——开始层/调试两层)----
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if main.route_overlay.abandon_btn == null or main.route_overlay.abandon_btn.visible:
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if main.level_screen.abandon_btn == null or main.level_screen.abandon_btn.visible:
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print("[ui_probe] FAIL — 放弃按钮默认应隐藏(非冒险模式关)")
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get_tree().quit(1)
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return
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@@ -63,20 +63,20 @@ func _ready() -> void:
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await get_tree().process_frame
|
||||
# ---- 入口选路停点(停点前移批 2026-09-23:关卡开始即出节点图——level_started 后、首战前弹选路层;
|
||||
# press_candidate 图上命中路径 pick 入口单候选进首战——候选按钮退役 2026-09-28)----
|
||||
if not main.route_overlay.visible:
|
||||
if not main.level_screen.visible:
|
||||
problems.append("关卡开始未弹入口选路停点(route_overlay 应可见)")
|
||||
elif main.runner == null or not main.runner.awaiting_choice() \
|
||||
or main.runner.next_candidate_ids().size() != 1:
|
||||
problems.append("入口停点状态失守(选路态 + 入口单候选)")
|
||||
else:
|
||||
main.route_overlay.press_candidate(0)
|
||||
main.level_screen.press_candidate(0)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
# ---- 放弃入口·冒险模式可见 + 战斗中按下被拒(真实按钮路径——入口挂选路停点,战斗中拒绝为防御分支)----
|
||||
if main.route_overlay.abandon_btn == null or not main.route_overlay.abandon_btn.visible:
|
||||
if main.level_screen.abandon_btn == null or not main.level_screen.abandon_btn.visible:
|
||||
problems.append("冒险模式放弃按钮未开放(选路停点入口在案)")
|
||||
else:
|
||||
main.route_overlay.abandon_btn.pressed.emit()
|
||||
main.level_screen.abandon_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.adventure == null or String(main.adventure.state) != "running":
|
||||
problems.append("首战中放弃未被拒(战斗域单事务在飞——state 应保持 running)")
|
||||
|
||||
@@ -65,8 +65,8 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
# 停点前移批 2026-09-23:关卡开始 = 入口选路停点——真实按钮路径选入口候选进首战再读呈现快照
|
||||
if main.route_overlay.visible:
|
||||
main.route_overlay.press_candidate(0)
|
||||
if main.level_screen.visible:
|
||||
main.level_screen.press_candidate(0)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var hero: Dictionary = main.settlement.presentation_snapshot().hero
|
||||
|
||||
Reference in new issue
Block a user