feat(deck): 컨트롤러 UI 경로를 새 UIGroup으로 재연결
cb/*.mjs의 /ui/DefaultGroup/<Section> 리터럴을 메이커 재편 UIGroup으로 일괄 remap: - SelectUIGroup(charselect/job), LobbyUIGroup(lobby/board/soulshop), RunUIGroup(combat/map/shop/rest/treasure/reward/cardhand/deck), DeckUIGroup(덱 도감). MainMenu·월드조작은 DefaultGroup 잔류. - 몬스터 슬롯 CombatHud/MonsterSlot → RunUIGroup/CombatHud/MonsterStatus - 검증: cbgap GAP 0 (참조 경로 전부 새 .ui에 실재), 이동섹션 DefaultGroup 잔여 0 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -11,8 +11,8 @@ for id, c in pairs(self.Cards) do
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end
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table.sort(pool)
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return pool`, [], 0, 'any'),
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method('OfferReward', `self:SetEntityEnabled("/ui/DefaultGroup/CardHand", false)
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self:SetEntityEnabled("/ui/DefaultGroup/DeckHud", false)
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method('OfferReward', `self:SetEntityEnabled("/ui/RunUIGroup/CardHand", false)
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self:SetEntityEnabled("/ui/RunUIGroup/DeckHud", false)
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local pool = self:CardPool()
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local byRarity = {}
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for _, id in ipairs(pool) do
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@@ -30,11 +30,11 @@ for i = 1, 3 do
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self.RewardChoices[i] = bucket[math.random(1, #bucket)]
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self:ApplyRewardVisual(i, self.RewardChoices[i])
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end
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local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud")
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local hud = _EntityService:GetEntityByPath("/ui/RunUIGroup/RewardHud")
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if hud ~= nil then
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hud.Enable = true
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end`),
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method('ApplyRewardVisual', `self:ApplyCardFace("/ui/DefaultGroup/RewardHud/Reward" .. tostring(slot), cardId)`, [
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method('ApplyRewardVisual', `self:ApplyCardFace("/ui/RunUIGroup/RewardHud/Reward" .. tostring(slot), cardId)`, [
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{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' },
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' },
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]),
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@@ -47,7 +47,7 @@ if slot ~= 0 and self.RewardChoices ~= nil then
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table.insert(self.RunDeck, id)
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end
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end
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local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud")
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local hud = _EntityService:GetEntityByPath("/ui/RunUIGroup/RewardHud")
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if hud ~= nil then
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hud.Enable = false
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end
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