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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DKChan committed 2026-10-29 01:16:37 +08:00
1 parent bda377eb16
commit c0190e1336
157 files changed
+7453 -4288

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@@ -32,7 +32,7 @@ static func build_battle_ui(root: Control, db: ConfigDb) -> Dictionary:
var board_zone := BoardZoneView.new()
bottom.add_child(board_zone)
board_zone.ap_bar.set_refresh_cost(int(db.action_economy.rap_refresh_cost)) # RAP 读数表值驱动
board_zone.ap_bar.set_refresh_cost(int(db.run.action_economy.rap_refresh_cost)) # RAP 读数表值驱动
# 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)
var settlement_fx := SettlementFxView.new()
@@ -65,7 +65,7 @@ static func build_battle_ui(root: Control, db: ConfigDb) -> Dictionary:
# 本组不含明细回看 overlay——冒险中回看归「生涯」页;
# 本组不含营地覆盖层——在 camp_screen 屏壳构建)
static func build_overlays(host: Control, db: ConfigDb) -> Dictionary:
var legend_overlay := LegendOverlay.new(int(db.action_economy.rap_refresh_cost)) # RAP 行表值注入
var legend_overlay := LegendOverlay.new(int(db.run.action_economy.rap_refresh_cost)) # RAP 行表值注入
host.add_child(legend_overlay)
var node_overlay := NodeOverlay.new()