多轮审查和修复
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@@ -30,7 +30,11 @@ namespace BaseGames.Editor
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CreateAsset<Vector2EventChannelSO> ("Core", "EVT_Vector2");
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CreateAsset<TransformEventChannelSO> ("Core", "EVT_Transform");
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CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameState");
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CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameStateChanged");
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CreateAsset<SceneLoadRequestEventChannelSO>("Core", "EVT_SceneLoadRequest");
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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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// ── 难度 ──────────────────────────────────────────────────────────
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CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
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@@ -38,14 +42,20 @@ namespace BaseGames.Editor
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// ── 战斗 ──────────────────────────────────────────────────────────
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CreateAsset<HitConfirmedEventChannelSO> ("Combat", "EVT_HitConfirmed");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_EnemyDied");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ParrySuccess");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawn");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
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// ── Boss ──────────────────────────────────────────────────────────
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CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
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CreateAsset<BossPhaseEventChannelSO> ("Boss", "EVT_BossPhase");
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CreateAsset<StatusEffectEventChannelSO> ("Boss", "EVT_StatusEffect");
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CreateAsset<StringEventChannelSO> ("Boss", "EVT_BossFightStarted");
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CreateAsset<BoolEventChannelSO> ("Boss", "EVT_BossFightEnded");
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// ── 任务 ──────────────────────────────────────────────────────────
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CreateAsset<QuestStateChangedEventChannel>("Quest", "EVT_QuestStateChanged");
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@@ -54,8 +64,14 @@ namespace BaseGames.Editor
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// ── UI ────────────────────────────────────────────────────────────
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseRequested");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseResumed");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_FastTravelOpen");
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CreateAsset<StringEventChannelSO> ("UI", "EVT_ShopOpen");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_MapOpen");
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CreateAsset<ColorblindModeEventChannelSO> ("UI", "EVT_ColorblindMode");
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// ── World ─────────────────────────────────────────────────────────
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CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
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// ── 对话/商店 ─────────────────────────────────────────────────────
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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CreateAsset<DialogueEventChannelSO> ("Dialogue", "EVT_DialogueStartRequest");
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@@ -121,7 +137,7 @@ namespace BaseGames.Editor
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Debug.Log($"[CreateEventChannelAssets] 已创建: {fullPath}");
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}
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/// <summary>递归创建所有缺失的中间文件夹(兼容 AssetDatabase)。</summary>
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/// <summary>递归创建所有缺失的中间文件夹(使用 AssetDatabase API)。</summary>
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private static void EnsureDirectory(string path)
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{
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if (AssetDatabase.IsValidFolder(path))
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