- 三新件: camp_esc_overlay(modal_shell+三钮,退出=danger_button,零动效零新素材)/main_esc_flow(静态承接件零成员态:is_camp_context+on_esc_input四态路由+_other_modal_open登记册集合查询+三出口动线)/camp_hud_band(48px浮层+keystone_badge,refresh_camp=bus目标册契约面) - 接线: ui_registry contract+node()第六槽(营地层与设置层之间——契约3栈语义正解);ui_camp_modals六枚落满(卡⑥终态);main_ui_build实例化+三出口薄委托接线+bus目标册纳入HUD栏;main.gd _unhandled_input(契约9接线定稿:KEY_ESCAPE配physical/pressed非echo/禁轮询/不挂ui_cancel)+三薄委托零新增成员;presenter.open_camp尾挂刷新单口(契约5时机②);main_overlay_flow._on_settings_closed语境分支(谓词=esc_overlay.visible谁开谁收) - 契约9分支序修正: ①先于②(设置开在浮窗之上态先命中无反馈——浮窗不隔层关闭;首装②先被实机场景证伪,孤检2红溯源后按卡面编号归位) - 断言批: screen_flow Esc步十断言(根态唤起/再按关窗/echo零响应/子界面无反馈/HUD直写显式触发9999/设置开态不误关/关设置回浮窗/返回动线四可见性/菜单语境不唤起)+ui_struct浮窗段(三钮仅三/零动效双件源码+子树AnimPlayer=0/debug_badge零波及) - 验证: 冒烟PASS+system_test 69项0失败+七探针全绿(screen_flow/ui_struct含Esc段/ui_click问题=0/ui_probe/ui_contrast36对/shot);S9/S10/S13归基线
112 lines
5.6 KiB
GDScript
112 lines
5.6 KiB
GDScript
## 界面注册面:呈现层界面元素清单的唯一事实源——哪些层、什么序、地址在哪。
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## 持有三域容器(screens/battle/modals)、LAYER_CONTRACT 合同表、node(key) 合同寻址、
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## apply_layer_contract(root) 唯一落位口(全仓唯一 move_child 点)。
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## RefCounted 不挂树:零信号连接、零会话期引用、零核心写调用——组合根单点装配不变。
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class_name UiRegistry
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extends RefCounted
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const ModalStack := preload("res://presentation/modal_stack.gd")
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# ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ====================
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# kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册,
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# tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。
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# host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、
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# 成员占该登记位)。落位=apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。
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const LAYER_CONTRACT: Array[Dictionary] = [
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{"key": "adventure_screen", "kind": "shell"},
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{"key": "menu_screen", "kind": "shell"},
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{"key": "row_pacer", "kind": "node"},
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{"key": "legend_overlay", "kind": "modal", "tags": []},
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{"key": "node_overlay", "kind": "modal", "tags": []},
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{"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"},
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{"key": "curio_overlay", "kind": "modal", "tags": []},
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{"key": "end_overlay", "kind": "modal", "tags": []},
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{"key": "shop_overlay", "kind": "modal", "tags": []},
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{"key": "camp_scene", "kind": "modal", "tags": [], "shell": "camp_screen"}, # 营地场景根(交互式场景图——卡④)
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{"key": "forge_view", "kind": "modal", "tags": []}, # 营地四子界面(独立全屏页——场景根留底形态,卡④ T3)
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{"key": "treasure_view", "kind": "modal", "tags": []},
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{"key": "tree_view", "kind": "modal", "tags": []},
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{"key": "codex_view", "kind": "modal", "tags": []},
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{"key": "camp_esc_overlay", "kind": "modal", "tags": []}, # Esc 浮窗(卡⑤——登记于营地层与设置层之间,契约 3 栈语义正解)
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{"key": "settings_overlay", "kind": "modal", "tags": []},
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{"key": "status_panel", "kind": "modal", "tags": []},
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{"key": "career_overlay", "kind": "modal", "tags": []},
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{"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档)
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{"key": "inter_overlay", "kind": "state", "tags": []},
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{"key": "confirm_dialog", "kind": "modal", "tags": []},
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{"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]},
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{"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序;
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# float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它
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]
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var screens: UiScreens
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var battle: UiBattle
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var modals: UiModals
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func _init() -> void:
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screens = UiScreens.new()
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battle = UiBattle.new()
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modals = UiModals.new()
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# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
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func node(key: String) -> Node:
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match key:
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"adventure_screen": return screens.adventure_screen
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"menu_screen": return screens.menu_screen
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"row_pacer": return screens.row_pacer
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"legend_overlay": return modals.legend_overlay
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"node_overlay": return modals.node_overlay
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"level_screen": return modals.level_screen
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"curio_overlay": return modals.curio_overlay
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"end_overlay": return modals.end_overlay
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"shop_overlay": return modals.shop_overlay
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"camp_screen": return screens.camp_screen
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"camp_scene": return modals.camp.scene
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"forge_view": return modals.camp.forge
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"treasure_view": return modals.camp.treasure
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"tree_view": return modals.camp.tree
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"codex_view": return modals.camp.codex
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"camp_esc_overlay": return modals.camp.esc_overlay
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"settings_overlay": return modals.settings_overlay
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"status_panel": return modals.status_panel
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"career_overlay": return modals.career_overlay
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"save_select_overlay": return modals.save_select_overlay
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"inter_overlay": return screens.inter_overlay
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"confirm_dialog": return modals.confirm_dialog
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"debug_overlay": return modals.debug_overlay
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"debug_badge": return screens.debug_badge
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return null
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# 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、
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# 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。
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# 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。
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func apply_layer_contract(root: Control) -> void:
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var slot := 0
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for entry: Dictionary in LAYER_CONTRACT:
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var tags: Array[Variant] = entry.get("tags", [])
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if entry.has("shell"):
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var shell: Node = node(String(entry["shell"]))
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var member: Node = node(String(entry["key"]))
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if shell != null:
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root.move_child(shell, slot)
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slot += 1
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if member != null:
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modals.register_layer(member as Control, tags)
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else:
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push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
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continue
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var layer: Node = node(String(entry["key"]))
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if layer == null:
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push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
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continue
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if entry.has("host"):
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modals.register_layer(layer as Control, tags)
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continue
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root.move_child(layer, slot)
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slot += 1
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if String(entry["kind"]) == "modal":
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modals.register_layer(layer as Control, tags)
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