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