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

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using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Equipment
{
/// <summary>
/// 护符事件频道EVT_CharmEquipped / EVT_CharmUnequipped
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Events/CharmEvent")]
public class CharmEventChannelSO : BaseEventChannelSO<CharmSO> { }
}