摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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