v10 全量评审:修复 TD-06 至 TD-12(InputReader 移除资产扫描回退 / EmergencySave 解除 LocalFileStorage 直接依赖 / AccessibilityManager 注册 IAccessibilityService / HUDController HP/SpringIcon SetActive 复用 / MovingPlatform 缓存 WaitForSeconds / RewardSO IRewardTarget 解耦 Quest←Player 依赖 / CrashReporter 频率限制崩溃日志)
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@@ -66,12 +66,17 @@ namespace BaseGames.UI.HUD
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private void RebuildHPCells(int max)
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{
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foreach (var cell in _hpCells)
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if (cell != null) Destroy(cell);
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_hpCells.Clear();
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if (_hpContainer == null || _hpCellPrefab == null) return;
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// 复用现有 Cell,仅在数量不足时 Instantiate 补充,超出时 SetActive(false) 而非 Destroy
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for (int i = 0; i < max; i++)
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_hpCells.Add(Instantiate(_hpCellPrefab, _hpContainer));
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{
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if (i < _hpCells.Count)
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_hpCells[i].SetActive(true);
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else
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_hpCells.Add(Instantiate(_hpCellPrefab, _hpContainer));
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}
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for (int i = max; i < _hpCells.Count; i++)
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if (_hpCells[i] != null) _hpCells[i].SetActive(false);
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}
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private void UpdateSoul(int val)
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@@ -91,12 +96,17 @@ namespace BaseGames.UI.HUD
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private void RebuildSpringIcons(int charges)
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{
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foreach (var icon in _springIcons)
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if (icon != null) Destroy(icon);
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_springIcons.Clear();
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if (_springContainer == null || _springIconPrefab == null) return;
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// 复用已有图标,超出数量时 SetActive(false)
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for (int i = 0; i < charges; i++)
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_springIcons.Add(Instantiate(_springIconPrefab, _springContainer));
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{
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if (i < _springIcons.Count)
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_springIcons[i].SetActive(true);
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else
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_springIcons.Add(Instantiate(_springIconPrefab, _springContainer));
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}
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for (int i = charges; i < _springIcons.Count; i++)
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if (_springIcons[i] != null) _springIcons[i].SetActive(false);
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}
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private void UpdateFormIcon(int formIndex)
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