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,
}