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
39 lines
823 B
Plaintext
39 lines
823 B
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="仙宗"
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run/main_scene="uid://q1b6t22ej3ej"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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GameState="*res://src/Core/GameState.gd"
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Settings="*res://src/Core/Settings.gd"
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SaveSystem="*res://src/Core/SaveSystem.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/borderless=true
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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[physics]
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3d/physics_engine="Jolt Physics"
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[rendering]
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rendering_device/driver.windows="d3d12"
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