Add InputDeviceIconSetSO configuration guide and related documentation
- Created a new markdown file detailing the configuration of InputDeviceIconSetSO. - Included sections on system architecture, field explanations, image specifications, and complete workflow from setup to runtime. - Documented the automatic device recognition logic and provided troubleshooting for common issues. - Added references to relevant files and scripts for easier navigation.
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs
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namespace BaseGames.Core.Events
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{
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/// <summary>
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/// 交互提示事件负载。
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/// 由 InteractableDetector 广播,包含触发动作名称和显示文本,
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/// UI 层(InteractPromptWidget)据此查询图标并显示提示。
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/// </summary>
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public readonly struct InteractPromptEvent
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{
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/// <summary>InputSystem Action 名称,如 "Interact"。用于查询按键图标。</summary>
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public readonly string ActionName;
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/// <summary>交互物提供的说明文本,如 "对话"、"存档"、"传送"。</summary>
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public readonly string LabelText;
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public InteractPromptEvent(string actionName, string labelText)
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{
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ActionName = actionName;
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LabelText = labelText;
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}
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}
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}
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta
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Assets/_Game/Scripts/Core/Events/InteractPromptEvent.cs.meta
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fileFormatVersion: 2
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guid: 9eccce8fdbd936b46a467d078957a387
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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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using UnityEngine;
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namespace BaseGames.Core.Events
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{
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[CreateAssetMenu(menuName = "BaseGames/Events/InteractPrompt")]
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public class InteractPromptEventChannelSO : BaseEventChannelSO<InteractPromptEvent> { }
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}
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fileFormatVersion: 2
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guid: 5e6db212f7619344588f054af0c6330a
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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