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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@@ -37,6 +37,7 @@ namespace BaseGames.Editor
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CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_SceneWorldStateRestored"); // 场景加载完毕、世界状态恢复后触发;场景物体在此订阅并应用存档状态,淡入前保证画面正确
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// ── 难度 ──────────────────────────────────────────────────────────
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CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
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@@ -99,14 +100,18 @@ namespace BaseGames.Editor
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CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
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CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
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CreateAsset<StringEventChannelSO> ("World", "EVT_ItemPickup"); // 道具/收集品获取(itemId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_CollectiblePickup"); // 关键物品拾取(护符、道具等)触发存档;AutoSaveService / QuestManager / EventChainManager 监听
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CreateAsset<StringEventChannelSO> ("World", "EVT_CollectibleSaved"); // 持久化记录收集品(collectibleId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RoomEntered"); // 玩家进入新房间(roomId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RegionChanged"); // 玩家首次进入新区域(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_RevealRegion"); // 触发地图区域揭露(regionId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_MapUpdated"); // 房间首次探索/标注时刷新(roomId);MapManager 发布,MapPanel 订阅
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeCompleted"); // 挑战房间通关(challengeId)
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CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeFailed"); // 挑战房间失败(challengeId)
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidEntered"); // 玩家进入液体区域
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CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidExited"); // 玩家离开液体区域
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CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerActivated"); // 导航标记点激活(地图图标显示)
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CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerDeactivated"); // 导航标记点失活(地图图标隐藏)
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// ── 对话/商店 ─────────────────────────────────────────────────────
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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