卡②T2a(呈现层结构收敛批): u5/u6——u5 hero_info_panel_view(_init拆数据行/秘宝槽/三区段构建私有族+单槽/槽图标/字形标签/浮窗四域+set_treasure_inventory填充域拆分,循环体提函数)+u6 battle_end_overlay(_EndOverlayState战末呈现与演出态状态件[fx三计数并一字典]+探针冻结4住宿主+_init拆头部[蜡封图/庆祝立绘]/三行账构建域+open_victory可选尾参收拢opts束4参[键gp_summary/ks_summary/bonus_summary/gp_gain/gp_total缺省逐字]+四处演出循环提函数[封印光点/纹章碎砖/坐砖尘絮/尘金粒子])+消费点5处改址(main×2束形/main_adventure_flow×2/ui_struct_probe×1,三参调用缺省兼容零改动)
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@@ -111,7 +111,7 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
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text += "\n" + root.Narrator.keystone_settle_text(detail, root._bonus.item_name_lookup())
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if result == "completed":
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root._end_overlay.open_victory(text, "返回冒险", root.board_view.get_global_rect(),
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"本局 GP 入账 · 合计 %d" % int(summary.get("gp_final", 0))) # GP 行(取数=summary gp_final 清账前快照);钥石明细已在 text(keystone_settle_text)——三行账
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{"gp_summary": "本局 GP 入账 · 合计 %d" % int(summary.get("gp_final", 0))}) # GP 行(取数=summary gp_final 清账前快照);钥石明细已在 text(keystone_settle_text)——三行账
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else:
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root._end_overlay.open_defeat(text, "返回", root.board_view.get_global_rect())
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root.logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷)
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@@ -178,7 +178,7 @@ static func _on_choices_presented(root: Variant, candidates: Array) -> void:
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root.run_scope.pending_candidates = candidates.duplicate()
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root._end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
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root.board_view.get_global_rect(),
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"战利品 GP +%d · 合计 %d" % [root.run_scope.last_gain_amount, int(root.run_scope.runner.gp)])
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{"gp_summary": "战利品 GP +%d · 合计 %d" % [root.run_scope.last_gain_amount, int(root.run_scope.runner.gp)]})
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root._open_modal_after_playback(root._end_overlay)
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root._refresh_presentations()
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return
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