# 元进展 MVP(碎片 + 解锁树·法术only)实现计划 > **For agentic workers:** 用 superpowers:subagent-driven-development(推荐)或 superpowers:executing-plans 逐任务实现。步骤用 `- [ ]` 复选框跟踪。 **Goal:** 加入 Roguelite 长期粘性闭环——每局死亡按波次得以太碎片(全局持久),主菜单花碎片解锁进阶法术,解锁后的法术进入商店池;所有可调数值数据驱动、编辑器可调。 **Architecture:** 新 `MetaProgress` autoload 管碎片+已解锁(`user://meta.json`);解锁费用在 `spells.json` 的 `meta.unlock_cost`(法术编辑器可调);碎片奖励曲线在 `balance.json.aether_thresholds`(平衡页签可调,`SettingsManager.aether_for_wave` 查表);商店池按解锁门控;死亡时 `combat_manager` 结算碎片。 **Tech Stack:** Godot 4.6 (Mono) · GDScript · 纯 JSON 数据驱动 · 验证用 Godot MCP(`execute_game_script` 游戏内 / `execute_editor_script` 编辑器内),本项目无单元测试框架。 > **验证约定**:每任务的"测试"用 MCP 运行时断言。前置:Godot 编辑器开着、MCP 连通。改代码后 `reload_project` + `get_editor_errors`(0)+ `play_scene(main)` 后 `execute_game_script` 调 autoload;编辑器 @tool 改动用 `execute_editor_script` + `CACHE_MODE_IGNORE` fresh-load 往返(绕过 @tool 热重载缓存)。跑完 `stop_scene`。 --- ### Task 1: MetaProgress autoload(碎片+已解锁+持久化) **Files:** - Create: `scripts/autoloads/meta_progress.gd` - Modify: `project.godot`([autoload] 段注册) - [ ] **Step 1: 新建 meta_progress.gd** ```gdscript ## MetaProgress — 全局元进展(Autoload: MetaProgress) ## 以太碎片 + 已解锁法术,持久化 user://meta.json(死亡不重置)。 extends Node const PATH: String = "user://meta.json" var aether: int = 0 var unlocked: Array = [] # 已解锁法术 id (String) func _ready() -> void: load_meta() func add_aether(n: int) -> void: if n <= 0: return aether += n save_meta() func is_unlocked(id: String) -> bool: return id in unlocked ## 已解锁 或 碎片不足 → false(不扣费);否则扣费+记录+存档 → true func unlock(id: String, cost: int) -> bool: if is_unlocked(id) or aether < cost: return false aether -= cost unlocked.append(id) save_meta() return true func clear() -> void: aether = 0 unlocked = [] if FileAccess.file_exists(PATH): DirAccess.remove_absolute(ProjectSettings.globalize_path(PATH)) func save_meta() -> void: var f := FileAccess.open(PATH, FileAccess.WRITE) if f: f.store_string(JSON.stringify({"aether": aether, "unlocked": unlocked})) f.close() func load_meta() -> void: aether = 0 unlocked = [] if not FileAccess.file_exists(PATH): return var parsed = JSON.parse_string(FileAccess.get_file_as_string(PATH)) if not (parsed is Dictionary): return aether = int(parsed.get("aether", 0)) var u = parsed.get("unlocked", []) if u is Array: for id in u: unlocked.append(String(id)) ``` - [ ] **Step 2: 注册 autoload** 在 `project.godot` [autoload] 段,`EndlessRecords="*res://scripts/autoloads/endless_records.gd"` 一行之后加: ``` MetaProgress="*res://scripts/autoloads/meta_progress.gd" ``` - [ ] **Step 3: 验证(MCP)** — `play_scene(main)` 后: ```gdscript MetaProgress.clear() MetaProgress.add_aether(10) _mcp_print("add10 -> aether=%d file=%s (expect 10/true)" % [MetaProgress.aether, str(FileAccess.file_exists("user://meta.json"))]) _mcp_print("unlock frost(5) -> %s aether=%d unlocked=%s (expect true/5/[frost])" % [str(MetaProgress.unlock("action_frost_bolt", 5)), MetaProgress.aether, str(MetaProgress.unlocked)]) _mcp_print("unlock chain(8) -> %s aether=%d (expect false/5 不足)" % [str(MetaProgress.unlock("action_chain_bolt", 8)), MetaProgress.aether]) _mcp_print("unlock frost again -> %s (expect false 已解锁)" % str(MetaProgress.unlock("action_frost_bolt", 5))) MetaProgress.aether = 0; MetaProgress.unlocked = [] MetaProgress.load_meta() _mcp_print("reload -> aether=%d unlocked=%s (expect 5/[frost] 往返)" % [MetaProgress.aether, str(MetaProgress.unlocked)]) MetaProgress.clear() _mcp_print("clear -> aether=%d unlocked=%s file=%s (expect 0/[]/false)" % [MetaProgress.aether, str(MetaProgress.unlocked), str(FileAccess.file_exists("user://meta.json"))]) ``` Expected: 全部符合括号。`get_editor_errors`=0。 - [ ] **Step 4: Commit** ```bash git add scripts/autoloads/meta_progress.gd project.godot git commit -m "feat(meta): MetaProgress autoload(碎片+已解锁+持久化 user://meta.json)" ``` --- ### Task 2: 碎片奖励曲线(balance.json 阈值表 + SettingsManager)+ 清除数据钩子 **Files:** - Modify: `data/balance.json` - Modify: `scripts/autoloads/settings_manager.gd` - [ ] **Step 1: balance.json 加阈值表** 把 `data/balance.json` 整体替换为: ```json { "difficulty_mults": { "enemy_hp": [0.7, 1.0, 1.0], "player_dmg": [0.7, 1.0, 1.0], "wave_count": [1.0, 1.0, 1.2], "boss_hp": [1.0, 1.0, 1.3] }, "boss_hp": { "4": 450.0, "5": 1800.0 }, "aether_thresholds": [[1, 0], [5, 3], [10, 8], [15, 14], [20, 20]] } ``` - [ ] **Step 2: SettingsManager 加载 + 查表** 在 `settings_manager.gd` 第 35 行 `var _BOSS_HP: Dictionary = {}` 之后加: ```gdscript var _AETHER_THRESHOLDS: Array = [] # [[到达波次, 碎片], ...] 升序 ``` 在 `_load_balance()` 的 `if data.has("boss_hp") ...: _BOSS_HP = data["boss_hp"]` 之后加: ```gdscript if data.has("aether_thresholds") and data["aether_thresholds"] is Array: _AETHER_THRESHOLDS = data["aether_thresholds"] ``` 在 `get_boss_base_hp()` 函数之后加方法: ```gdscript ## 到达波次 → 以太碎片(阶梯查表:取"波次阈值 ≤ wave"的最高阶梯值;升序表) func aether_for_wave(wave: int) -> int: var table: Array = _AETHER_THRESHOLDS if table.is_empty(): table = [[1, 0], [5, 3], [10, 8], [15, 14], [20, 20]] var result: int = 0 for entry in table: if entry is Array and entry.size() >= 2 and int(entry[0]) <= wave: result = int(entry[1]) return result ``` - [ ] **Step 3: 清除数据钩子** 在 `clear_all_local_data()` 的 `_apply_audio()` 调用之前(第 114 行前)加: ```gdscript MetaProgress.clear() ``` - [ ] **Step 4: 验证(MCP)** ```gdscript for w in [1, 5, 10, 12, 15, 20, 25]: _mcp_print("wave %d -> aether %d" % [w, SettingsManager.aether_for_wave(w)]) ``` Expected: 1→0, 5→3, 10→8, 12→8, 15→14, 20→20, 25→20。`get_editor_errors`=0。 - [ ] **Step 5: Commit** ```bash git add data/balance.json scripts/autoloads/settings_manager.gd git commit -m "feat(meta): 碎片奖励阈值表(balance.json)+aether_for_wave+清除数据钩子" ``` --- ### Task 3: spells.json 加 unlock_cost(6 张锁定法术) **Files:** - Modify: `data/spells.json` - [ ] **Step 1: 给 6 张法术 meta 加 unlock_cost** 在下列法术的 `meta` 对象里加 `"unlock_cost": N`(放 `shop_cost` 之前): | id | unlock_cost | | :--- | :--- | | action_energy_orb | 4 | | action_frost_bolt | 5 | | action_poison_pool | 6 | | logic_loop | 6 | | action_chain_bolt | 8 | | action_summon_turret | 10 | 示例(`action_chain_bolt` 一行): ```json "action_chain_bolt": { "type": 0, "display_name": "Chain Bolt", "description": "连锁闪电(雷元素),与水共鸣成等离子风暴。", "element_tags": ["tag:lightning"], "meta": { "base_damage": 3.0, "speed": 420.0, "lifetime": 3.0, "radius": 6.0, "damage_type": 0, "mana_cost": 60, "unlock_cost": 8, "shop_cost": 20 } }, ``` > 注意:`mana_cost` 已在(来自 Mana MVP),别删;`unlock_cost` 加在其后、`shop_cost` 前。其余 13 张不加(= 开局解锁)。 - [ ] **Step 2: 验证(MCP)** ```gdscript for id in ["action_energy_orb","action_frost_bolt","action_poison_pool","logic_loop","action_chain_bolt","action_summon_turret","action_spark_bolt"]: var s = SpellRegistry.get_spell(id) if s: _mcp_print("%s unlock_cost=%s" % [id, str(s.meta.get("unlock_cost", 0))]) ``` Expected: energy_orb=4, frost=5, poison_pool=6, loop=6, chain=8, turret=10, spark_bolt=0(未加)。`get_editor_errors`=0(JSON 合法)。 - [ ] **Step 3: Commit** ```bash git add data/spells.json git commit -m "feat(meta): spells.json 6 张进阶法术加 unlock_cost(解锁树)" ``` --- ### Task 4: 商店池按解锁门控 **Files:** - Modify: `scripts/autoloads/shop_manager.gd:33-46`(`_refresh_slots`,抽出可测的 `_available_pool`) - [ ] **Step 1: 抽出 `_available_pool` 并加门控** 把 `_refresh_slots()` 开头的 pool 构造(第 34-37 行)替换为调用新方法,并在其上方新增方法。即将: ```gdscript func _refresh_slots() -> void: # 纯数据驱动池:SpellRegistry(data/spells.json)中可购买(shop_cost>0)的法术 var pool: Array = SpellRegistry.get_all_ids().filter(func(id): var s: SpellNode = SpellRegistry.get_spell(id) return s != null and int(s.meta.get("shop_cost", 0)) > 0) ``` 改为: ```gdscript ## 商店可抽池:shop_cost>0 且(未门控 unlock_cost==0 或 已解锁) func _available_pool() -> Array: return SpellRegistry.get_all_ids().filter(func(id): var s: SpellNode = SpellRegistry.get_spell(id) if s == null or int(s.meta.get("shop_cost", 0)) <= 0: return false var uc: int = int(s.meta.get("unlock_cost", 0)) return uc == 0 or MetaProgress.is_unlocked(id)) func _refresh_slots() -> void: var pool: Array = _available_pool() ``` (其余 `_refresh_slots` 逻辑不变。) - [ ] **Step 2: 验证(MCP)** ```gdscript MetaProgress.clear() # unlocked 空 var pool1 = ShopManager._available_pool() _mcp_print("locked chain in pool=%s (expect false)" % str(pool1.has("action_chain_bolt"))) _mcp_print("basic spark in pool=%s (expect true)" % str(pool1.has("action_spark_bolt"))) MetaProgress.unlock("action_chain_bolt", 0) # 强制解锁(cost0 便于测试) var pool2 = ShopManager._available_pool() _mcp_print("after unlock, chain in pool=%s (expect true)" % str(pool2.has("action_chain_bolt"))) MetaProgress.clear() ``` Expected: false / true / true。`get_editor_errors`=0。 - [ ] **Step 3: Commit** ```bash git add scripts/autoloads/shop_manager.gd git commit -m "feat(meta): 商店池按 unlock_cost/已解锁门控(_available_pool)" ``` --- ### Task 5: 死亡结算发碎片(combat_manager) **Files:** - Modify: `scripts/domain/combat/combat_manager.gd:230-246`(`_on_player_died`) - [ ] **Step 1: 加碎片结算** 在 `_on_player_died()` 的 `EndlessRecords.add_record(wave_reached, elapsed, kills)`(第 237 行)之后加: ```gdscript MetaProgress.add_aether(SettingsManager.aether_for_wave(wave_reached)) ``` - [ ] **Step 2: 验证(MCP,需战斗场景)** `play_scene(main)` → `execute_game_script`: `SceneManager.start_new_game()`。下一次调用: ```gdscript var cs = get_tree().current_scene MetaProgress.clear() WaveManager.current_wave = 10 cs._cm._run_start_time = Time.get_ticks_msec() / 1000.0 cs._cm._on_player_died({}) _mcp_print("died at W10 -> aether=%d (expect 8)" % MetaProgress.aether) MetaProgress.clear() ``` Expected: `aether=8`。`get_editor_errors`=0。`stop_scene`。 - [ ] **Step 3: Commit** ```bash git add scripts/domain/combat/combat_manager.gd git commit -m "feat(meta): 死亡按到达波次结算以太碎片" ``` --- ### Task 6: i18n 键(META_* / MENU_UNLOCK,4 语言) **Files:** - Modify: `translations/zh_CN.po`, `zh_TW.po`, `en.po`, `ja.po` - [ ] **Step 1: 各 .po 末尾追加键** `zh_CN.po` 追加: ``` msgid "MENU_UNLOCK" msgstr "🔓 解锁" msgid "META_TITLE" msgstr "元进展 · 解锁" msgid "META_AETHER" msgstr "以太碎片: %d" msgid "META_UNLOCK_BTN" msgstr "解锁 (%d)" msgid "META_UNLOCKED" msgstr "已解锁" msgid "META_CLOSE" msgstr "关闭" ``` `zh_TW.po` 追加(同键,繁体):`🔓 解鎖` / `元進展 · 解鎖` / `以太碎片: %d` / `解鎖 (%d)` / `已解鎖` / `關閉`。 `en.po` 追加:`🔓 Unlocks` / `Meta · Unlocks` / `Aether: %d` / `Unlock (%d)` / `Unlocked` / `Close`。 `ja.po` 追加:`🔓 アンロック` / `メタ進行 · アンロック` / `エーテル: %d` / `アンロック (%d)` / `解放済み` / `閉じる`。 - [ ] **Step 2: 验证(MCP)** ```gdscript for k in ["MENU_UNLOCK","META_TITLE","META_AETHER","META_UNLOCK_BTN","META_UNLOCKED","META_CLOSE"]: _mcp_print("%s -> %s" % [k, TranslationServer.translate(k)]) ``` Expected: 每个键返回中文译文(非键本身,zh_CN 下)。`get_editor_errors`=0。 - [ ] **Step 3: Commit** ```bash git add translations/zh_CN.po translations/zh_TW.po translations/en.po translations/ja.po git commit -m "feat(meta): META_*/MENU_UNLOCK 四语 i18n 键" ``` --- ### Task 7: 主菜单「🔓 解锁」按钮 + 解锁面板 **Files:** - Modify: `scenes/ui/main_menu.gd` - [ ] **Step 1: 成员 + _ready + 菜单项 + ESC + 语言重建** (a)在顶部成员区(`var _ftue_layer: CanvasLayer = null` 之后)加: ```gdscript var _unlock_layer: CanvasLayer = null var _unlock_root: Control = null ``` (b)在 `_ready()` 的 `_build_ftue_panel()` 之后加 `_build_unlock_panel()`。 (c)在 `_build_menu()` 的 `items` 数组里,`["MENU_LEADERBOARD", _on_leaderboard],` 之后插入: ```gdscript ["MENU_UNLOCK", _on_unlock], ``` (d)在 `_input()` 的 `elif _leaderboard_layer and _leaderboard_layer.visible:` 分支之后加: ```gdscript elif _unlock_layer and _unlock_layer.visible: _unlock_layer.visible = false ``` (e)在 `_on_lang()` 里 `_leaderboard_layer = null` 之后加 `_unlock_layer = null`,并在末尾 `_build_leaderboard_panel()` 之后加 `_build_unlock_panel()`。 - [ ] **Step 2: 回调 + 面板构建/刷新** 在文件末尾追加: ```gdscript # ── 解锁面板 ───────────────────────────────────────────────── func _on_unlock() -> void: _unlock_layer.visible = true _rebuild_unlock() func _build_unlock_panel() -> void: _unlock_layer = CanvasLayer.new() _unlock_layer.layer = 10 _unlock_layer.visible = false add_child(_unlock_layer) var bg := ColorRect.new() bg.color = Color(0.0, 0.0, 0.0, 0.72) bg.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) _unlock_layer.add_child(bg) _unlock_root = Control.new() _unlock_layer.add_child(_unlock_root) func _rebuild_unlock() -> void: for c in _unlock_root.get_children(): c.queue_free() var panel := ColorRect.new() panel.color = Color(0.06, 0.06, 0.14, 0.98) panel.size = Vector2(560, 470) panel.position = Vector2(300, 90) _unlock_root.add_child(panel) var title := Label.new() title.text = tr("META_TITLE") title.position = Vector2(324, 106) title.add_theme_font_size_override("font_size", 28) title.modulate = Color.GOLD _unlock_root.add_child(title) var aether_lbl := Label.new() aether_lbl.text = tr("META_AETHER") % MetaProgress.aether aether_lbl.position = Vector2(324, 148) aether_lbl.add_theme_font_size_override("font_size", 18) aether_lbl.modulate = Color(0.6, 0.85, 1.0) _unlock_root.add_child(aether_lbl) var y: float = 188.0 for id in SpellRegistry.get_all_ids(): var s: SpellNode = SpellRegistry.get_spell(id) if s == null: continue var cost: int = int(s.meta.get("unlock_cost", 0)) if cost <= 0: continue var name_lbl := Label.new() name_lbl.text = s.display_name name_lbl.position = Vector2(324, y + 4) name_lbl.add_theme_font_size_override("font_size", 16) _unlock_root.add_child(name_lbl) var btn := Button.new() btn.position = Vector2(560, y) btn.size = Vector2(230, 32) if MetaProgress.is_unlocked(id): btn.text = tr("META_UNLOCKED") btn.disabled = true else: btn.text = tr("META_UNLOCK_BTN") % cost btn.disabled = MetaProgress.aether < cost var sid := id var scost := cost btn.connect("pressed", func(): if MetaProgress.unlock(sid, scost): AudioManager.play("buy") _rebuild_unlock()) _unlock_root.add_child(btn) y += 40.0 var close := Button.new() close.text = tr("META_CLOSE") close.position = Vector2(700, 508) close.size = Vector2(120, 36) close.connect("pressed", func(): _unlock_layer.visible = false) _unlock_root.add_child(close) ``` - [ ] **Step 3: 验证(MCP,编辑器内 fresh-load 往返 + 游戏内截图)** 游戏内(`play_scene(main)`,当前场景即 MainMenu): ```gdscript var mm = get_tree().current_scene MetaProgress.clear(); MetaProgress.add_aether(20) mm._on_unlock() _mcp_print("unlock panel visible=%s aether label ok=%s" % [str(mm._unlock_layer.visible), str(mm._unlock_root.get_child_count() > 3)]) # 找到第一个可点解锁按钮并点击(frost_bolt cost5,aether20 够) MetaProgress.unlock("action_frost_bolt", 5) _mcp_print("after unlock frost: aether=%d is_unlocked=%s (expect 15/true)" % [MetaProgress.aether, str(MetaProgress.is_unlocked("action_frost_bolt"))]) MetaProgress.clear() ``` 然后 `get_game_screenshot` 确认「元进展·解锁」面板渲染出碎片数 + 6 行锁定法术 + 解锁按钮。Expected: panel visible=true。`get_editor_errors`=0。`stop_scene`。 - [ ] **Step 4: Commit** ```bash git add scenes/ui/main_menu.gd git commit -m "feat(meta): 主菜单解锁面板(花碎片解锁法术)" ``` --- ### Task 8: 平衡页签支持 aether_thresholds(编辑器可调 + 保存不丢字段) **Files:** - Modify: `addons/game_designer/balance_tab.gd` - [ ] **Step 1: 加 JSON 文本框(读)+ 保存时写回** (a)在成员区(`var _boss: SpinBox` 之后)加: ```gdscript var _aether: TextEdit ``` (b)在 `_ready()` 的 `add_child(HSeparator.new())`(Boss 血量之后、保存按钮之前)与保存按钮之间加: ```gdscript var al := Label.new(); al.text = "碎片奖励阈值 aether_thresholds(JSON [[波次,碎片],...])"; add_child(al) _aether = TextEdit.new(); _aether.custom_minimum_size = Vector2(0, 50) _aether.text = JSON.stringify(_data.get("aether_thresholds", [[1, 0], [5, 3], [10, 8], [15, 14], [20, 20]])) add_child(_aether) ``` (c)在 `_save()` 里,构造 `out` 时加入该字段:把 ```gdscript var out := { "difficulty_mults": mults, "boss_hp": {"4": _miniboss.value, "5": _boss.value}, } ``` 改为: ```gdscript var thresholds = JSON.parse_string(_aether.text) if _aether.text.strip_edges() != "" else [] if not (thresholds is Array): thresholds = [] var out := { "difficulty_mults": mults, "boss_hp": {"4": _miniboss.value, "5": _boss.value}, "aether_thresholds": thresholds, } ``` - [ ] **Step 2: 验证(编辑器 MCP,fresh-load 往返)** ```gdscript var Tab = ResourceLoader.load("res://addons/game_designer/balance_tab.gd", "GDScript", ResourceLoader.CACHE_MODE_IGNORE) var t = Tab.new(); EditorInterface.get_base_control().add_child(t) _mcp_print("aether box has data=%s" % str(t._aether.text.contains("["))) # 模拟保存构造的 out(不写盘):直接读 _aether 解析 var parsed = JSON.parse_string(t._aether.text) _mcp_print("thresholds parse ok=%s first=%s (expect true/[1,0])" % [str(parsed is Array), str(parsed[0]) if parsed is Array else "N/A"]) t.free() ``` Expected: `has data=true`、`parse ok=true first=[1, 0]`。`get_editor_errors`=0(清 stale 后)。 - [ ] **Step 3: Commit** ```bash git add addons/game_designer/balance_tab.gd git commit -m "feat(meta): 平衡页签可编辑 aether_thresholds(保存不丢字段)" ``` --- ### Task 9: 更新 game_design §7 现状 callout **Files:** - Modify: `docs/design/game_design.md`(§7 callout) - [ ] **Step 1: 替换 §7 callout** 把 `docs/design/game_design.md` §7 的「本章整体未实现」callout 替换为: ```markdown > **⚠️ 实现现状 (2026-07-21 → MVP 部分实现)**:**碎片 + 法术解锁树已落地**——`MetaProgress` autoload(`user://meta.json` 碎片+已解锁)、死亡按波次发碎片(`balance.json.aether_thresholds` 阈值表,平衡页签可调)、主菜单「🔓解锁」面板花碎片解锁进阶法术、商店池按 `spells.json` 的 `meta.unlock_cost` 门控。**暂缺**:核心解锁(依赖货架B)、挑战模式解锁、图鉴 Codex、成就/炼金日志、通关首胜奖励。详见 `docs_dev/specs/2026-07-21-meta-progression-mvp-design.md`。 ``` - [ ] **Step 2: 验证** — `git grep -n "本章整体未实现" docs/design/game_design.md` 应无结果。 - [ ] **Step 3: Commit** ```bash git add docs/design/game_design.md git commit -m "docs(meta): game_design §7 现状更新为碎片+解锁树已实现(MVP)" ``` --- ### Task 10: 全量回归验收 **Files:** 无(纯验证) - [ ] **Step 1: 重载 + 0 错误**:`reload_project` → `clear_output` → `get_editor_errors`=0。 - [ ] **Step 2: 端到端闭环**(`play_scene(main)`): ```gdscript MetaProgress.clear() # 模拟一局到 W10 死亡发碎片 var cm_sm = SettingsManager.aether_for_wave(10) MetaProgress.add_aether(cm_sm) _mcp_print("W10 死亡得碎片=%d,总 aether=%d (expect 8/8)" % [cm_sm, MetaProgress.aether]) # 商店池此刻不含 chain_bolt _mcp_print("池含 chain(锁定)=%s (expect false)" % str(ShopManager._available_pool().has("action_chain_bolt"))) # 花碎片解锁 chain(8) _mcp_print("解锁 chain -> %s,aether=%d (expect true/0)" % [str(MetaProgress.unlock("action_chain_bolt", 8)), MetaProgress.aether]) # 现在池含 chain _mcp_print("池含 chain(已解锁)=%s (expect true)" % str(ShopManager._available_pool().has("action_chain_bolt"))) MetaProgress.clear() ``` Expected: 8/8 → false → true/0 → true。 - [ ] **Step 3: DoD 核对**(spec §8)逐条确认。`stop_scene`。 - [ ] **Step 4: Commit** ```bash git commit --allow-empty -m "chore(meta): 元进展 MVP 验收通过(Godot 4.6 运行时实测闭环全绿)" ``` --- ## 自检结论 - **Spec 覆盖**:§2.1→T1;§2.4/碎片曲线→T2/T5;§2.2 unlock_cost→T3;§2.3 门控→T4;解锁面板→T7;i18n→T6;编辑器可调(balance_tab)→T8;清除数据→T2;docs→T9;测试→各任务+T10。无遗漏。 - **无占位**:每步含精确文件/行号/完整代码/期望输出。 - **类型一致**:`MetaProgress.aether/unlocked` + `add_aether/is_unlocked/unlock/clear/save_meta/load_meta`、`SettingsManager.aether_for_wave`、`ShopManager._available_pool`、`meta.unlock_cost`、`balance.json.aether_thresholds` 全程一致。