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DungeonShooting / DungeonShooting_Godot / src / game / event / EventEnum.cs
@小李xl 小李xl on 13 Mar 2024 6 KB 重构buff中
  1.  
  2. using System.Collections.Generic;
  3.  
  4. /// <summary>
  5. /// 事件类型枚举
  6. /// </summary>
  7. public enum EventEnum
  8. {
  9. /// <summary>
  10. /// 敌人死亡, 参数为死亡的敌人的实例, 参数类型为<see cref="Role"/>
  11. /// </summary>
  12. OnEnemyDie,
  13. /// <summary>
  14. /// 玩家进入一个房间,参数类型为<see cref="RoomInfo"/>
  15. /// </summary>
  16. OnPlayerEnterRoom,
  17. /// <summary>
  18. /// 玩家第一次进入某个房间,参数类型为<see cref="RoomInfo"/>
  19. /// </summary>
  20. OnPlayerFirstEnterRoom,
  21. /// <summary>
  22. /// 玩家进入过道时调用, 参数类型为进入该过道的门<see cref="RoomDoorInfo"/>
  23. /// </summary>
  24. OnPlayerEnterAisle,
  25. /// <summary>
  26. /// 玩家首次进入过道时调用, 参数类型为进入该过道的门<see cref="RoomDoorInfo"/>
  27. /// </summary>
  28. OnPlayerFirstEnterAisle,
  29. /// <summary>
  30. /// 玩家可互动对象改变, 参数类型为<see cref="CheckInteractiveResult"/>
  31. /// </summary>
  32. OnPlayerChangeInteractiveItem,
  33. /// <summary>
  34. /// 玩家血量发生改变, 参数为玩家血量
  35. /// </summary>
  36. OnPlayerHpChange,
  37. /// <summary>
  38. /// 玩家最大血量发生改变, 参数为玩家最大血量
  39. /// </summary>
  40. OnPlayerMaxHpChange,
  41. /// <summary>
  42. /// 玩家护盾值发生改变, 参数为玩家护盾值
  43. /// </summary>
  44. OnPlayerShieldChange,
  45. /// <summary>
  46. /// 玩家最大护盾值发生改变, 参数为玩家最大护盾值
  47. /// </summary>
  48. OnPlayerMaxShieldChange,
  49. /// <summary>
  50. /// 玩家金币发生改变, 参数为玩家金币值
  51. /// </summary>
  52. OnPlayerGoldChange,
  53. /// <summary>
  54. /// 玩家拾起武器, 参数为<see cref="Weapon"/>
  55. /// </summary>
  56. OnPlayerPickUpWeapon,
  57. /// <summary>
  58. /// 玩家丢弃武器, 参数为<see cref="Weapon"/>
  59. /// </summary>
  60. OnPlayerRemoveWeapon,
  61. /// <summary>
  62. /// 玩家拾起道具, 参数为<see cref="PropActivity"/>
  63. /// </summary>
  64. OnPlayerPickUpProp,
  65. /// <summary>
  66. /// 玩家丢弃道具, 参数为<see cref="PropActivity"/>
  67. /// </summary>
  68. OnPlayerRemoveProp,
  69. /// <summary>
  70. /// 当玩家进入地牢时调用, 没有参数
  71. /// </summary>
  72. OnEnterDungeon,
  73. /// <summary>
  74. /// 当玩家退出地牢时调用, 没有参数
  75. /// </summary>
  76. OnExitDungeon,
  77. //------------------------- 编辑器相关 --------------------------
  78. /// <summary>
  79. /// 创建地牢组完成时调用, 参数为<see cref="DungeonRoomGroup"/>
  80. /// </summary>
  81. OnCreateGroupFinish,
  82. /// <summary>
  83. /// 删除地牢组完成时调用, 参数为<see cref="DungeonRoomGroup"/>
  84. /// </summary>
  85. OnDeleteGroupFinish,
  86. /// <summary>
  87. /// 创建地牢房间完成时调用, 参数为<see cref="DungeonRoomSplit"/>
  88. /// </summary>
  89. OnCreateRoomFinish,
  90. /// <summary>
  91. /// 标记房间数据脏了, 也就是数据有修改
  92. /// </summary>
  93. OnTileMapDirty,
  94. /// <summary>
  95. /// 编辑器触发保存, 参数为<see cref="DungeonRoomSplit"/>>
  96. /// </summary>
  97. OnTileMapSave,
  98. /// <summary>
  99. /// 选中拖拽工具
  100. /// </summary>
  101. OnSelectDragTool,
  102. /// <summary>
  103. /// 选中绘制工具
  104. /// </summary>
  105. OnSelectPenTool,
  106. /// <summary>
  107. /// 选中绘制区域工具
  108. /// </summary>
  109. OnSelectRectTool,
  110. /// <summary>
  111. /// 选中编辑门区域工具
  112. /// </summary>
  113. OnSelectEditTool,
  114. /// <summary>
  115. /// 点击跳转到地图中心点
  116. /// </summary>
  117. OnClickCenterTool,
  118. /// <summary>
  119. /// 选中地牢组, 参数<see cref="DungeonRoomGroup"/>
  120. /// </summary>
  121. OnSelectGroup,
  122. /// <summary>
  123. /// 选中房间, 参数<see cref="DungeonRoomSplit"/>
  124. /// </summary>
  125. OnSelectRoom,
  126. /// <summary>
  127. /// 选中预设, 参数<see cref="RoomPreinstallInfo"/>
  128. /// </summary>
  129. OnSelectPreinstall,
  130. /// <summary>
  131. /// 选中波数, 参数 <see cref="List{T}"/>, T 为 <see cref="MarkInfo"/>
  132. /// </summary>
  133. OnSelectWave,
  134. /// <summary>
  135. /// 创建标记, 参数<see cref="MarkInfo"/>
  136. /// </summary>
  137. OnCreateMark,
  138. /// <summary>
  139. /// 修改标记, 参数<see cref="MarkInfo"/>
  140. /// </summary>
  141. OnEditMark,
  142. /// <summary>
  143. /// 选中标记, 参数<see cref="MarkInfo"/>或者null
  144. /// </summary>
  145. OnSelectMark,
  146. /// <summary>
  147. /// 删除标记, 参数<see cref="MarkInfo"/>
  148. /// </summary>
  149. OnDeleteMark,
  150. /// <summary>
  151. /// 设置标记显示状态, 参数<see cref="MarkInfoVisibleData"/>
  152. /// </summary>
  153. OnSetMarkVisible,
  154. /// <summary>
  155. /// 选中TileMap编辑器中的层级, 参数为选择的层级索引, 参数<see cref="int"/>
  156. /// </summary>
  157. OnSelectTileLayer,
  158. /// <summary>
  159. /// 保存TileSet, 参数为<see cref="TileSetSplit"/>
  160. /// </summary>
  161. OnTileSetSave,
  162. /// <summary>
  163. /// 标记TileSet脏了, 无参数
  164. /// </summary>
  165. OnTileSetDirty,
  166. /// <summary>
  167. /// 创建TileSet资源, 参数为<see cref="TileSetSourceInfo"/>
  168. /// </summary>
  169. OnCreateTileSetSource,
  170. /// <summary>
  171. /// 选中TileSet资源, 参数为<see cref="TileSetSourceInfo"/>, 参数为 null 表示取消选中
  172. /// </summary>
  173. OnSelectTileSetSource,
  174. /// <summary>
  175. /// 删除TileSet资源, 参数为<see cref="TileSetSourceInfo"/>
  176. /// </summary>
  177. OnDeleteTileSetSource,
  178. /// <summary>
  179. /// 设置TileSet纹理, 参数<see cref="Godot.Texture2D"/>
  180. /// </summary>
  181. OnSetTileTexture,
  182. /// <summary>
  183. /// 设置TileSet编辑器的背景颜色, 参数为<see cref="Godot.Color"/>
  184. /// </summary>
  185. OnSetTileSetBgColor,
  186. /// <summary>
  187. /// 选中组合模式下的Cell图块, 参数为<see cref="Godot.Vector2I"/>
  188. /// </summary>
  189. OnSelectCombinationCell,
  190. /// <summary>
  191. /// 移除组合模式下的Cell图块, 参数为<see cref="Godot.Vector2I"/>
  192. /// </summary>
  193. OnRemoveCombinationCell,
  194. /// <summary>
  195. /// 清除组合模式下的Cell图块
  196. /// </summary>
  197. OnClearCombinationCell,
  198. /// <summary>
  199. /// 导入组合, 参数为<see cref="ImportCombinationData"/>
  200. /// </summary>
  201. OnImportCombination,
  202. /// <summary>
  203. /// 移除组合, 参数为<see cref="ImportCombinationData"/>
  204. /// </summary>
  205. OnRemoveCombination,
  206. /// <summary>
  207. /// 修改组合名称, 参数为<see cref="ImportCombinationData"/>
  208. /// </summary>
  209. OnUpdateCombination,
  210. }