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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@@ -2,6 +2,7 @@ using UnityEngine;
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using UnityEditor;
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using BaseGames.Core.Events;
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using BaseGames.Combat;
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using BaseGames.Combat.StatusEffects;
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using BaseGames.Equipment;
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using BaseGames.Parry;
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using BaseGames.Player;
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@@ -54,6 +55,8 @@ namespace BaseGames.Editor
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn");
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CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectApplied");
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CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectExpired");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ShieldBroken");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ShieldRestored");
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// ── Boss ──────────────────────────────────────────────────────────
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CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
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@@ -180,6 +183,13 @@ namespace BaseGames.Editor
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return;
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}
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// 存在但类型不匹配(如旧版残留),先删除再重建
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if (AssetDatabase.LoadMainAssetAtPath(fullPath) != null)
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{
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AssetDatabase.DeleteAsset(fullPath);
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Debug.Log($"[CreateEventChannelAssets] 已删除旧类型资产: {fullPath}");
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}
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T asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, fullPath);
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Debug.Log($"[CreateEventChannelAssets] 已创建: {fullPath}");
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