diff --git a/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs b/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs index 3977b54..221c4a3 100644 --- a/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs +++ b/DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs @@ -150,6 +150,14 @@ } /// + /// 进行预处理操作 + /// + public void Pretreatment() + { + + } + + /// /// 标记准备好了 /// public void BeReady(RoomInfo roomInfo) diff --git a/DungeonShooting_Godot/src/game/event/EventEnum.cs b/DungeonShooting_Godot/src/game/event/EventEnum.cs index 087d79c..4d6e2ff 100644 --- a/DungeonShooting_Godot/src/game/event/EventEnum.cs +++ b/DungeonShooting_Godot/src/game/event/EventEnum.cs @@ -5,19 +5,19 @@ public enum EventEnum { /// - /// 敌人死亡, 参数为死亡的敌人的实例 + /// 敌人死亡, 参数为死亡的敌人的实例, 参数类型为 /// OnEnemyDie, /// - /// 玩家进入一个房间,参数为房间对象 + /// 玩家进入一个房间,参数类型为 /// OnPlayerEnterRoom, /// - /// 玩家第一次进入某个房间,参数为房间对象 + /// 玩家第一次进入某个房间,参数类型为 /// OnPlayerFirstEnterRoom, /// - /// 玩家可互动对象改变, 参数为 CheckInteractiveResult + /// 玩家可互动对象改变, 参数类型为 /// OnPlayerChangeInteractiveItem, /// @@ -37,7 +37,7 @@ /// OnPlayerMaxShieldChange, /// - /// 刷新玩家手持武器纹理, 参数为 Texture2D + /// 刷新玩家手持武器纹理, 参数类型为 /// OnPlayerRefreshWeaponTexture, }