DiscipleManager 与 TimeSystem 随 MainGame 场景挂载,打通弟子增删信号到 UI

生命周期重构:
- TimeSystem 退出 Autoload,改挂 MainGame.tscn 子节点,补 class_name;
  HUD 对时间系统的引用由全局名改为 %TimeSystem(unique_name_in_owner)
- DiscipleManager 挂 MainGame.tscn(原无效 Autoload 注册已删),
  进游戏随场景创建、返回主菜单随树销毁,杜绝弟子数据跨轮回残留

信号闭环:
- 场景连接 disciple_added / disciple_removed 到 MainGame 回调,
  回调转调 Manager.add_disciple_card / remove_disciple_card(卡按 id 同步增删)
- MainGame._ready 按 NEW_GAME 触发 spawn_initial_roster(),
  父节点 _ready 时序最晚,保证卡片连接先于首批信号就绪
- 恢复误删的 sign_return_mainmenu 场景连接(返回主菜单建组存档链路)

注意:MainGame._process 内含临时删除测试(1000 帧后删 id=2 弟子),
演示移除链路用,后续版本应移除
This commit is contained in:
2026-09-10 00:27:54 +08:00
parent c1fb348f07
commit ae605c5e48
5 changed files with 42 additions and 6 deletions
-1
View File
@@ -18,7 +18,6 @@ config/icon="res://icon.svg"
[autoload]
GameState="*res://src/Core/GameState.gd"
TimeSystem="*res://src/Core/TimeSystem.gd"
Settings="*res://src/Core/Settings.gd"
SaveSystem="*res://src/Core/SaveSystem.gd"