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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@@ -157,7 +157,7 @@ func _ready() -> void:
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problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.level_screen._cand_ids))
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# ---- 兑付屏(真实 open 面 + 合成最小数据——结构断言只看矩形/宽度/可见性)----
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main._end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), "GP 0")
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main._end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
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_settle()
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await _audit("battle_end", [main._end_overlay])
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main._end_overlay.close()
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