多轮审查和修复
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42
Assets/Scripts/Equipment/CharmSO.cs
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42
Assets/Scripts/Equipment/CharmSO.cs
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Core.Events;
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namespace BaseGames.Equipment
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{
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/// <summary>
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/// 护符数据 SO(架构 09_ProgressionModule §3)。
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/// 资产路径: Assets/ScriptableObjects/Equipment/Charms/Charm_{Name}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "Equipment/Charm")]
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public class CharmSO : ScriptableObject
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{
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[Header("Identity")]
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public string charmId; // 全局唯一 ID,如 "Charm_QuickSlash"
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public string displayNameKey; // 本地化 Key
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[TextArea(2, 4)]
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public string descriptionKey;
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[Header("Visual")]
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public Sprite icon;
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public Color glowColor;
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[Header("Slot Cost")]
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[Range(1, 4)]
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public int notchCost; // 占用笔记数(1~4)
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[Header("Effects")]
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[SerializeReference]
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public List<ICharmEffect> effects = new(); // 多态序列化
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[Header("Lore")]
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public bool isUnique;
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public string unlockHint;
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}
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/// <summary>
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/// 护符事件频道(EVT_CharmEquipped / EVT_CharmUnequipped)。
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/// </summary>
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[CreateAssetMenu(menuName = "Events/CharmEvent")]
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public class CharmEventChannelSO : BaseEventChannelSO<CharmSO> { }
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}
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