feat(boss): 事件常量 BOSS_PHASE_CHANGED=29 / BOSS_KILLED=30 + 目录同步
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@@ -135,6 +135,8 @@ const SPELL_DROP_PICKUP: int = 21 # architecture_design.md §5.3:法术掉
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| `19` | `EventID.SETTINGS_CHANGED` | `SETTINGS_CHANGED` | `key: String` | `SettingsManager` | `UIManager`(全局主题/字体重载) |
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| `20` | `EventID.GAME_STATE_CHANGED` | `GAME_STATE_CHANGED` | `prev: int, next: int` | `GameCycleManager` | `UIManager`, `AudioManager` |
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| `21` | `EventID.SPELL_DROP_PICKUP` | `SPELL_DROP_PICKUP` | `spell_id: String, auto_equip: bool` | `DropManager`, `ShopManager` | `UIManager`, `PlayerManager` |
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| `29` | `EventID.BOSS_PHASE_CHANGED` | `BOSS_PHASE_CHANGED` | `boss_id, boss_type, phase` | `BossManager` | `UIManager`(HUD 阶段提示) |
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| `30` | `EventID.BOSS_KILLED` | `BOSS_KILLED` | `boss_id, boss_type, wave` | `BossManager` | `GameCycleManager`(结算), `AchievementManager`(成就) |
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> 新增事件从 **22** 起递增,并向下表登记。规则:编号永不重用(可标 DEPRECATED 但不删除)。
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> **E-N2 跨语言边界协议(GDScript ↔ C#)**:`architecture_design.md §6` 规定跨语言只传基本类型(int/float/Vector2/Godot.Array)。`DamageContext`(RefCounted)**不得直接穿越语言边界**。约定如下:
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