秘宝批T7组E-2:内部标识符全族换词(inventory/unlocked/replace/overlays/slot/settlement use_aux等60+token)+存档键零触碰专项核通过(37文件六键普查零差异,点号访问零存在)+行为探针四件全绿+任务书§1.2基线回填(755/0实测)

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DKChan committed 2026-10-05 08:46:51 +08:00
1 parent f8c6db49c6
commit cd73e62346
21 files changed
+205 -203

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+5 -5
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@@ -82,7 +82,7 @@ var tex_base: Texture2D = null # ① 砖面底
var tex_mutation: Texture2D = null # ② 变异纹带
var tex_glyph: Texture2D = null # ③ 数字
var tex_badge: Texture2D = null # ③' 徽章
var tex_flag: Texture2D = null: # ④ 旗(T17 修复:槽位可运行时换装〔插旗〕——同族 facade/aux_mark
var tex_flag: Texture2D = null: # ④ 旗(T17 修复:槽位可运行时换装〔插旗〕——同族 facade/treasure_mark
set(v): # 均 setter 触发重绘;旧普通 var 赋值不重绘=旗插上不显示)
if tex_flag != v:
tex_flag = v
@@ -98,10 +98,10 @@ var facade_strip := false: # E 格开关(BoardView paint 按「已开
# 叠加层标记(迭代 7 T4——秘宝板级叠加层的格面呈现;派生信息层零回写):
# "mine_reveal" = 真视格(危险红内缩框——「这格是雷」的确定决策标记,插旗照常计费);
# "reward_preview" 格不复用本字段——预读徽章走 badge_glyph 注入(board_view refresh 注入 REWARD_BADGE 字形)
var aux_mark := "":
var treasure_mark := "":
set(v):
if aux_mark != v:
aux_mark = v
if treasure_mark != v:
treasure_mark = v
queue_redraw()
var mutation_mark := "":
set(v):
@@ -213,7 +213,7 @@ func _draw() -> void:
# ②' 变异角标(迭代 6 T6):左下角危险红三角(危险红=「开此格有代价」语义位,与雷族同源;
# 尺寸随格边比例——灰色可辨辅助=红对砖面明度差,禁喧宾)
# ②" 秘宝叠加层(迭代 7 T4):真视格=危险红内缩框(策略纹理——确定决策输入不喧宾)
if aux_mark == "mine_reveal":
if treasure_mark == "mine_reveal":
var inset := edge * 0.14
draw_rect(Rect2(inset, inset, edge - inset * 2.0, edge - inset * 2.0),
Color(UiKit.RED_MINE, 0.9), false, 2.0)