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DungeonShooting / DungeonShooting_Godot / src / game / event / EventEnum.cs
  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="Enemy"/>
  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. /// 玩家可互动对象改变, 参数类型为<see cref="CheckInteractiveResult"/>
  23. /// </summary>
  24. OnPlayerChangeInteractiveItem,
  25. /// <summary>
  26. /// 玩家血量发生改变, 参数为玩家血量
  27. /// </summary>
  28. OnPlayerHpChange,
  29. /// <summary>
  30. /// 玩家最大血量发生改变, 参数为玩家最大血量
  31. /// </summary>
  32. OnPlayerMaxHpChange,
  33. /// <summary>
  34. /// 玩家护盾值发生改变, 参数为玩家护盾值
  35. /// </summary>
  36. OnPlayerShieldChange,
  37. /// <summary>
  38. /// 玩家最大护盾值发生改变, 参数为玩家最大护盾值
  39. /// </summary>
  40. OnPlayerMaxShieldChange,
  41. /// <summary>
  42. /// 玩家拾起武器, 参数为<see cref="Weapon"/>
  43. /// </summary>
  44. OnPlayerPickUpWeapon,
  45. /// <summary>
  46. /// 玩家丢弃武器, 参数为<see cref="Weapon"/>
  47. /// </summary>
  48. OnPlayerRemoveWeapon,
  49. /// <summary>
  50. /// 玩家拾起道具, 参数为<see cref="Prop"/>
  51. /// </summary>
  52. OnPlayerPickUpProp,
  53. /// <summary>
  54. /// 玩家丢弃道具, 参数为<see cref="Prop"/>
  55. /// </summary>
  56. OnPlayerRemoveProp,
  57. /// <summary>
  58. /// 当玩家进入地牢时调用, 没有参数
  59. /// </summary>
  60. OnEnterDungeon,
  61. /// <summary>
  62. /// 当玩家退出地牢时调用, 没有参数
  63. /// </summary>
  64. OnExitDungeon,
  65. //------------------------- 编辑器相关 --------------------------
  66. /// <summary>
  67. /// 创建地牢组完成时调用, 参数为<see cref="DungeonRoomGroup"/>
  68. /// </summary>
  69. OnCreateGroupFinish,
  70. /// <summary>
  71. /// 创建地牢房间完成时调用, 参数为<see cref="DungeonRoomSplit"/>
  72. /// </summary>
  73. OnCreateRoomFinish,
  74. /// <summary>
  75. /// 标记房间数据脏了, 也就是数据有修改
  76. /// </summary>
  77. OnEditorDirty,
  78. /// <summary>
  79. /// 编辑器触发保存, 参数为<see cref="DungeonRoomSplit"/>>
  80. /// </summary>
  81. OnEditorSave,
  82. /// <summary>
  83. /// 选中拖拽工具
  84. /// </summary>
  85. OnSelectDragTool,
  86. /// <summary>
  87. /// 选中绘制工具
  88. /// </summary>
  89. OnSelectPenTool,
  90. /// <summary>
  91. /// 选中绘制区域工具
  92. /// </summary>
  93. OnSelectRectTool,
  94. /// <summary>
  95. /// 选中编辑门区域工具
  96. /// </summary>
  97. OnSelectEditTool,
  98. /// <summary>
  99. /// 点击跳转到地图中心点
  100. /// </summary>
  101. OnClickCenterTool,
  102. /// <summary>
  103. /// 选中地牢组, 参数<see cref="DungeonRoomGroup"/>
  104. /// </summary>
  105. OnSelectGroup,
  106. /// <summary>
  107. /// 选中房间, 参数<see cref="DungeonRoomSplit"/>
  108. /// </summary>
  109. OnSelectRoom,
  110. /// <summary>
  111. /// 选中预设, 参数<see cref="RoomPreinstallInfo"/>
  112. /// </summary>
  113. OnSelectPreinstall,
  114. /// <summary>
  115. /// 选中波数, 参数 <see cref="List{T}"/>, T 为 <see cref="MarkInfo"/>
  116. /// </summary>
  117. OnSelectWave,
  118. /// <summary>
  119. /// 创建标记, 参数<see cref="MarkInfo"/>
  120. /// </summary>
  121. OnCreateMark,
  122. /// <summary>
  123. /// 修改标记, 参数<see cref="MarkInfo"/>
  124. /// </summary>
  125. OnEditMark,
  126. /// <summary>
  127. /// 选中标记, 参数<see cref="MarkInfo"/>或者null
  128. /// </summary>
  129. OnSelectMark,
  130. /// <summary>
  131. /// 删除标记, 参数<see cref="MarkInfo"/>
  132. /// </summary>
  133. OnDeleteMark,
  134. }