角色能力,存档
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@@ -48,6 +48,7 @@ namespace BaseGames.Editor
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn");
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// ── Boss ──────────────────────────────────────────────────────────
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CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
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@@ -70,6 +71,8 @@ namespace BaseGames.Editor
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// ── World ─────────────────────────────────────────────────────────
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CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
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CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
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CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
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// ── 对话/商店 ─────────────────────────────────────────────────────
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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@@ -92,6 +95,7 @@ namespace BaseGames.Editor
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// ── 进度/成就 ─────────────────────────────────────────────────────
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CreateAsset<ToolUsedEventChannelSO> ("Progression", "EVT_ToolUsed");
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CreateAsset<AchievementEventChannelSO> ("Progression", "EVT_AchievementUnlocked");
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CreateAsset<StringEventChannelSO> ("Progression", "EVT_MaxHPContainerPickedUp");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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