using System.Collections.Generic; /// <summary> /// 事件类型枚举 /// </summary> public enum EventEnum { /// <summary> /// 切换玩家角色, 参数为<see cref="Role"/> /// </summary> OnChangePlayerRole, /// <summary> /// 敌人死亡, 参数为死亡的敌人的实例, 参数类型为<see cref="Role"/> /// </summary> OnEnemyDie, /// <summary> /// 玩家进入一个房间,参数类型为<see cref="RoomInfo"/> /// </summary> OnPlayerEnterRoom, /// <summary> /// 玩家第一次进入某个房间,参数类型为<see cref="RoomInfo"/> /// </summary> OnPlayerFirstEnterRoom, /// <summary> /// 玩家进入过道时调用, 参数类型为进入该过道的门<see cref="RoomDoorInfo"/> /// </summary> OnPlayerEnterAisle, /// <summary> /// 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"/> /// </summary> OnPlayerFirstEnterAisle, /// <summary> /// 玩家可互动对象改变, 参数类型为<see cref="CheckInteractiveResult"/> /// </summary> OnPlayerChangeInteractiveItem, /// <summary> /// 玩家血量发生改变, 参数为玩家血量 /// </summary> OnPlayerHpChange, /// <summary> /// 玩家最大血量发生改变, 参数为玩家最大血量 /// </summary> OnPlayerMaxHpChange, /// <summary> /// 玩家护盾值发生改变, 参数为玩家护盾值 /// </summary> OnPlayerShieldChange, /// <summary> /// 玩家最大护盾值发生改变, 参数为玩家最大护盾值 /// </summary> OnPlayerMaxShieldChange, /// <summary> /// 玩家金币发生改变, 参数为玩家金币值 /// </summary> OnPlayerGoldChange, /// <summary> /// 玩家拾起武器, 参数为<see cref="Weapon"/> /// </summary> OnPlayerPickUpWeapon, /// <summary> /// 玩家丢弃武器, 参数为<see cref="Weapon"/> /// </summary> OnPlayerRemoveWeapon, /// <summary> /// 玩家拾起道具, 参数为<see cref="PropActivity"/> /// </summary> OnPlayerPickUpProp, /// <summary> /// 玩家丢弃道具, 参数为<see cref="PropActivity"/> /// </summary> OnPlayerRemoveProp, /// <summary> /// 当玩家进入地牢时调用, 没有参数 /// </summary> OnEnterDungeon, /// <summary> /// 当玩家退出地牢时调用, 没有参数 /// </summary> OnExitDungeon, //------------------------- 编辑器相关 -------------------------- /// <summary> /// 创建地牢组完成时调用, 参数为<see cref="DungeonRoomGroup"/> /// </summary> OnCreateGroupFinish, /// <summary> /// 删除地牢组完成时调用, 参数为<see cref="DungeonRoomGroup"/> /// </summary> OnDeleteGroupFinish, /// <summary> /// 创建地牢房间完成时调用, 参数为<see cref="DungeonRoomSplit"/> /// </summary> OnCreateRoomFinish, /// <summary> /// 标记房间数据脏了, 也就是数据有修改 /// </summary> OnTileMapDirty, /// <summary> /// 编辑器触发保存, 参数为<see cref="DungeonRoomSplit"/>> /// </summary> OnTileMapSave, /// <summary> /// 选中拖拽工具 /// </summary> OnSelectDragTool, /// <summary> /// 选中绘制工具 /// </summary> OnSelectPenTool, /// <summary> /// 选中绘制区域工具 /// </summary> OnSelectRectTool, /// <summary> /// 选中编辑门区域工具 /// </summary> OnSelectEditTool, /// <summary> /// 点击跳转到地图中心点 /// </summary> OnClickCenterTool, /// <summary> /// 选中地牢组, 参数<see cref="DungeonRoomGroup"/> /// </summary> OnSelectGroup, /// <summary> /// 选中房间, 参数<see cref="DungeonRoomSplit"/> /// </summary> OnSelectRoom, /// <summary> /// 选中预设, 参数<see cref="RoomPreinstallInfo"/> /// </summary> OnSelectPreinstall, /// <summary> /// 选中波数, 参数 <see cref="List{T}"/>, T 为 <see cref="MarkInfo"/> /// </summary> OnSelectWave, /// <summary> /// 创建标记, 参数<see cref="MarkInfo"/> /// </summary> OnCreateMark, /// <summary> /// 修改标记, 参数<see cref="MarkInfo"/> /// </summary> OnEditMark, /// <summary> /// 选中标记, 参数<see cref="MarkInfo"/>或者null /// </summary> OnSelectMark, /// <summary> /// 删除标记, 参数<see cref="MarkInfo"/> /// </summary> OnDeleteMark, /// <summary> /// 设置标记显示状态, 参数<see cref="MarkInfoVisibleData"/> /// </summary> OnSetMarkVisible, /// <summary> /// 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"/> /// </summary> OnSelectTileLayer, /// <summary> /// 保存TileSet, 参数为<see cref="TileSetSplit"/> /// </summary> OnTileSetSave, /// <summary> /// 标记TileSet脏了, 无参数 /// </summary> OnTileSetDirty, /// <summary> /// 创建TileSet资源, 参数为<see cref="TileSetSourceInfo"/> /// </summary> OnCreateTileSetSource, /// <summary> /// 选中TileSet资源, 参数为<see cref="TileSetSourceInfo"/>, 参数为 null 表示取消选中 /// </summary> OnSelectTileSetSource, /// <summary> /// 删除TileSet资源, 参数为<see cref="TileSetSourceInfo"/> /// </summary> OnDeleteTileSetSource, /// <summary> /// 设置TileSet纹理, 参数<see cref="Godot.Texture2D"/> /// </summary> OnSetTileTexture, /// <summary> /// 设置TileSet编辑器的背景颜色, 参数为<see cref="Godot.Color"/> /// </summary> OnSetTileSetBgColor, /// <summary> /// 选中组合模式下的Cell图块, 参数为<see cref="Godot.Vector2I"/> /// </summary> OnSelectCombinationCell, /// <summary> /// 移除组合模式下的Cell图块, 参数为<see cref="Godot.Vector2I"/> /// </summary> OnRemoveCombinationCell, /// <summary> /// 清除组合模式下的Cell图块 /// </summary> OnClearCombinationCell, /// <summary> /// 导入组合, 参数为<see cref="ImportCombinationData"/> /// </summary> OnImportCombination, /// <summary> /// 移除组合, 参数为<see cref="ImportCombinationData"/> /// </summary> OnRemoveCombination, /// <summary> /// 修改组合名称, 参数为<see cref="ImportCombinationData"/> /// </summary> OnUpdateCombination, }