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.
This commit is contained in:
2026-05-23 00:10:23 +08:00
parent b7baf7ad6a
commit e879efaa89
45 changed files with 3469 additions and 63 deletions

View File

@@ -37,6 +37,7 @@ namespace BaseGames.Editor
CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
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
// ── 难度 ──────────────────────────────────────────────────────────
CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
@@ -99,14 +100,18 @@ namespace BaseGames.Editor
CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
CreateAsset<StringEventChannelSO> ("World", "EVT_ItemPickup"); // 道具/收集品获取itemId
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
CreateAsset<StringEventChannelSO> ("World", "EVT_CollectibleSaved"); // 持久化记录收集品collectibleId
CreateAsset<StringEventChannelSO> ("World", "EVT_RoomEntered"); // 玩家进入新房间roomId
CreateAsset<StringEventChannelSO> ("World", "EVT_RegionChanged"); // 玩家首次进入新区域regionId
CreateAsset<StringEventChannelSO> ("World", "EVT_RevealRegion"); // 触发地图区域揭露regionId
CreateAsset<StringEventChannelSO> ("World", "EVT_MapUpdated"); // 房间首次探索/标注时刷新roomIdMapManager 发布MapPanel 订阅
CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeCompleted"); // 挑战房间通关challengeId
CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeFailed"); // 挑战房间失败challengeId
CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidEntered"); // 玩家进入液体区域
CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidExited"); // 玩家离开液体区域
CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerActivated"); // 导航标记点激活(地图图标显示)
CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerDeactivated"); // 导航标记点失活(地图图标隐藏)
// ── 对话/商店 ─────────────────────────────────────────────────────
CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");