## EventID — 全局事件 ID 常量目录(Autoload: EventID) ## 权威来源:implementation_plan.md §2.1 ## 规则:新增事件从 22 起递增,并同步更新本文件。禁止硬编码整数替代常量。 extends Node # ── 基础系统事件 (1-4) ──────────────────────────────────────────── const GAME_STARTED: int = 1 const GAME_OVER: int = 2 const GAME_PAUSED: int = 3 const GAME_RESUMED: int = 4 # ── 战斗事件 (5-10) ─────────────────────────────────────────────── const PLAYER_DAMAGED: int = 5 const PLAYER_DIED: int = 6 const ENEMY_KILLED: int = 7 const WAVE_COMPLETE: int = 8 const CHARGE_STATE_CHANGED: int = 9 # 供 UI 使用,非边沿信号 const ON_PLAYER_HURT: int = 10 # 受击反馈(VFX/音效触发) # ── 法术事件 (11-15) ────────────────────────────────────────────── const SPELL_CAST_BEGIN: int = 11 const SPELL_CAST_END: int = 12 const DASH_TRIGGERED: int = 13 # 冲刺边沿检测(P6-N36) const CHARGE_FIRED: int = 14 # 蓄力完成一次性边沿(P6-N69);SpellEvaluator 订阅此而非 CHARGE_STATE_CHANGED const SPELL_EQUIPPED: int = 15 # ── 进度 / UI 事件 (16-21) ──────────────────────────────────────── const LEVEL_UP: int = 16 const SHOP_OPENED: int = 17 const ACHIEVEMENT_UNLOCKED: int = 18 # 负载:{ "achievement_id": String };ST-10 Steam 成就钩子 const BOSS_SPAWNED: int = 19 const GAME_STATE_CHANGED: int = 20 # 负载:{ "from": String, "to": String } const SPELL_DROP_PICKUP: int = 21 # 负载:{ "spell_id": String, "pos": Vector2 } # ── S1 新增事件 (22+) ───────────────────────────────────────────── const APPLY_DAMAGE: int = 22 # 负载:damage_context_id: int;EnemyManager 订阅处理伤害 # ── S3 新增事件 (23+) ───────────────────────────────────────────── const SPELL_DEPTH_EXCEEDED: int = 23 # 负载:{caster_id, depth};HUD 订阅显示警告 const BULLET_HIT_TRIGGER: int = 24 # 负载:{bullet_id, payload_id, hit_pos};调试用 # ── S4 新增事件 (25+) ───────────────────────────────────────────── const STATUS_APPLIED: int = 25 # 负载:{target_id, status_type, stacks} const BULLET_HIT: int = 26 # 负载:{bullet_id, target_id, hit_pos} # ── S5 新增事件 (27+) ───────────────────────────────────────────── const MINION_SPAWNED: int = 27 # 负载:{minion_id, owner_id, current_count} const MINION_EXPIRED: int = 28 # 负载:{minion_id, owner_id, current_count} # ── S6 Boss 事件 (29+) ──────────────────────────────────────────── const BOSS_PHASE_CHANGED: int = 29 # 负载:{boss_id, boss_type, phase} const BOSS_KILLED: int = 30 # 负载:{boss_id, boss_type, wave} # 每新增一条须同步更新 implementation_plan.md §2.1 事件目录表