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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Assets/_Game/Scripts/Equipment/CharmEventChannelSO.cs
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Assets/_Game/Scripts/Equipment/CharmEventChannelSO.cs
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@@ -0,0 +1,11 @@
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using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.Equipment
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{
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/// <summary>
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/// 护符事件频道(EVT_CharmEquipped / EVT_CharmUnequipped)。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Events/CharmEvent")]
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public class CharmEventChannelSO : BaseEventChannelSO<CharmSO> { }
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}
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Assets/_Game/Scripts/Equipment/CharmEventChannelSO.cs.meta
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Assets/_Game/Scripts/Equipment/CharmEventChannelSO.cs.meta
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fileFormatVersion: 2
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guid: 2700003909ad60e4ba4b04d06f97805e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.Equipment
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{
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@@ -33,10 +32,4 @@ namespace BaseGames.Equipment
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public bool isUnique;
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public string unlockHint;
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}
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/// <summary>
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/// 护符事件频道(EVT_CharmEquipped / EVT_CharmUnequipped)。
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/Events/CharmEvent")]
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public class CharmEventChannelSO : BaseEventChannelSO<CharmSO> { }
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}
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