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.
This commit is contained in:
2026-05-21 11:08:14 +08:00
parent 280c7b22f5
commit d09bc95c3f
32 changed files with 1151 additions and 52 deletions

View File

@@ -352,9 +352,9 @@ namespace BaseGames.Editor
GetOrAddComponent<Grid>(gridGo);
GameObject groundTileGo = GetOrCreateChild(gridGo.transform, "Ground").gameObject;
int groundLayer = LayerMask.NameToLayer("Ground");
int groundLayer = LayerMask.NameToLayer("Platform");
if (groundLayer >= 0) groundTileGo.layer = groundLayer;
else report.Add("Layer 'Ground' 不存在,请在 Tags and Layers 中创建。");
else report.Add("Layer 'Platform' 不存在,请在 Tags and Layers 中创建。");
GetOrAddComponent<Tilemap>(groundTileGo);
GetOrAddComponent<TilemapRenderer>(groundTileGo);