class_name AdventureScreen extends Control # 冒险屏壳(内含关卡地图屏与战斗屏两容器)。 # 两容器视图原样构建(build_battle_ui 归 ui_assembler 纪律不变、LevelMapScreen 类视图继续 # 代码构建、零 .tscn 化改造——契约 2);战斗信号接线归组合根 main.gd(信号连接 # 只在组合根)。树序语义:本屏壳挂 main 首子位(全模态之下)——屏内 level_screen 与 # battle_root 无同时可见态(屏级互斥+模态栈遮挡),层内先后序零视觉差; # 模态登记序不变(level_screen 实例仍按节点层与三选一层之间登记)。 # 可独立实例化(F6/headless 挂载)——V2 探针断言载体。 var battle_root: Control # 战斗屏宿主(B/C/D 三区容器——原 main._battle_root 句柄指向成员) var stage: BattleStageView # B 区(含 log_view 明细带) var log_view: BattleLogView var info_panel: HeroInfoPanelView # C 区 var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx) var board_view: BoardView # 探针兼容别名(= board_zone.board_view) var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar) var settlement_fx: SettlementFxView # 结算演出覆盖层 var level_screen: LevelMapScreen # 关卡画面(独立屏) const UiAssembler := preload("res://presentation/ui_assembler.gd") # 构建归装配器(规范 1.1——非全局类,preload 引用) func _ready() -> void: mouse_filter = Control.MOUSE_FILTER_IGNORE # 屏壳=纯容器(ui_input 实证:全屏 STOP 壳会吃掉下层模态鼠标输入) battle_root = VBoxContainer.new() add_child(battle_root) var battle_ui: Dictionary[Variant, Variant] = UiAssembler.build_battle_ui(battle_root, get_node("/root/ConfigDB")) stage = battle_ui.stage log_view = battle_ui.log_view info_panel = battle_ui.info_panel board_zone = battle_ui.board_zone board_view = battle_ui.board_view ap_bar = battle_ui.ap_bar settlement_fx = battle_ui.settlement_fx level_screen = LevelMapScreen.new() add_child(level_screen)