refactor: HUD 节点改用唯一名称引用,场景识别改用分组
- TopBarHUD 用 @onready + % 唯一名称替代硬编码路径 - TimeSystem 用 game_scene 分组替代场景名字符串比较
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@@ -4,6 +4,7 @@
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[ext_resource type="PackedScene" uid="uid://dl0tb68vsw3c6" path="res://src/UI/HUD/TopBarHUD.tscn" id="1_g6xmk"]
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[node name="MainGame" type="Node" unique_id=2053561265]
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groups = ["game_scene"]
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script = ExtResource("1_8bu23")
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[node name="TopBarHud" parent="." unique_id=1115394694 instance=ExtResource("1_g6xmk")]
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@@ -51,9 +51,10 @@ func _process(delta: float) -> void:
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## 判断当前场景是否为游戏世界场景(主菜单/存档界面不推进时间)。
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## 通过 "game_scene" 分组识别,而非场景名。
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func _is_in_game() -> bool:
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var scene := get_tree().current_scene
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return scene != null and scene.name == "MainGame"
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return scene != null and scene.is_in_group("game_scene")
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## 推进一日并广播对应信号,跨月/跨年时补发 month_passed / year_passed。
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