UI 系统
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@@ -88,6 +88,7 @@ namespace BaseGames.Editor
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CreateAsset<IntEventChannelSO> ("UI/Inventory", "EVT_InventoryTabChanged"); // 当前激活 Tab 索引变化
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CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryTabNext"); // L/R 肩键:切换到下一 Tab
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CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryTabPrev"); // L/R 肩键:切换到上一 Tab
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CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_QuickOpenMap"); // 快速直达:打开统一屏并定位地图 Tab(默认 M)
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CreateAsset<StringEventChannelSO> ("UI/Inventory", "EVT_ItemAcquired"); // 道具首次获得(itemId)
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CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryChanged"); // 背包内容变化(无负载)
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@@ -154,6 +155,7 @@ namespace BaseGames.Editor
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CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmEquipped");
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CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmUnequipped");
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CreateAsset<VoidEventChannelSO> ("Progression", "EVT_EquipmentChanged");
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CreateAsset<StringEventChannelSO> ("Progression", "EVT_BestiaryUpdated");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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