Refactor event channels and update layer specifications
- Removed StatusEffectEventChannelSO and its associated meta file. - Updated CreateEventChannelAssets to handle new shield-related events. - Added CharmModule for managing charm assets in the DataHub. - Introduced CharmEventChannelSO for charm equipped/unequipped events. - Changed layer references from "Ground" to "Platform" in various scripts. - Updated documentation to reflect changes in layer specifications. - Created new event assets for ShieldBroken, ShieldRestored, StatusEffectApplied, and StatusEffectExpired.
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@@ -9,7 +9,7 @@ MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 2700003909ad60e4ba4b04d06f97805e, type: 3}
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m_Name: EVT_CharmEquipped
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m_EditorClassIdentifier: BaseGames.Equipment:BaseGames.Equipment:CharmEventChannelSO
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m_EditorClassIdentifier:
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description:
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