docs: improve AssetFolderSpec and AddressablesLabelSpec standards
- AssetFolderSpec.md: - Add §12 Editor Tools Reference with all creation/scene/Addressables tools - Expand §10 workflows: add Weapon, Skill, Charm, Player Form, VFX (with editor tool refs) - Update §10.1 Enemy workflow to reference EnemyDataWindow - Update §11 forbidden list to include bypassing editor creation tools - Add §13 TOC entry - AddressablesLabelSpec.md: - Bump version to 1.1 - Reference AddressableRules.cs in header - Add §7 Tooling & Automation (Rule Sync workflow, batch workflow, tool table) - Update §6 new-label steps to include AddressableRules.cs update step Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -1,9 +1,9 @@
|
||||
# Addressables Label(标签)命名与使用规范
|
||||
|
||||
> **版本**:1.0
|
||||
> **版本**:1.1
|
||||
> **创建日期**:2026-05
|
||||
> **适用范围**:`Assets/_Game/` 目录下所有注册到 Addressables 的资产
|
||||
> **关联文档**:`Standards/AssetFolderSpec.md §8`、`Scripts/Core/Assets/AddressKeys.cs`
|
||||
> **关联文档**:`Standards/AssetFolderSpec.md §8`、`Scripts/Core/Assets/AddressKeys.cs`、`Scripts/Editor/Addressables/AddressableRules.cs`
|
||||
|
||||
---
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
4. [AddressKeys.cs 常量对照](#4-addresskeyscs-常量对照)
|
||||
5. [使用规范与禁止行为](#5-使用规范与禁止行为)
|
||||
6. [新增 Label 决策流程](#6-新增-label-决策流程)
|
||||
7. [工具链与自动化](#7-工具链与自动化)
|
||||
|
||||
---
|
||||
|
||||
@@ -255,8 +256,62 @@ await Addressables.DownloadDependenciesAsync("Preload", false);
|
||||
│
|
||||
新增 Label 的执行步骤:
|
||||
1. 在 AddressKeys.Labels 类中添加 public const string {Name} = "{Name}";
|
||||
2. 在 Addressables Groups 窗口 → Label 列表中创建同名标签
|
||||
3. 在本文档 §2 Label 清单中追加说明行
|
||||
4. 在本文档 §3 对应资产类型的表格中标注
|
||||
5. 运行 AddressKeyValidator 验证无遗漏
|
||||
2. 在 AddressableRules.cs 的 PrefixLabelMap / ExactLabelMap 中添加对应映射规则
|
||||
3. 在 Addressables Groups 窗口 → Label 列表中创建同名标签
|
||||
4. 在本文档 §2 Label 清单中追加说明行
|
||||
5. 在本文档 §3 对应资产类型的表格中标注
|
||||
6. 运行 Rule Sync(菜单 BaseGames → Addressables → Rule Sync)Scan 验证无遗漏
|
||||
7. 运行 AddressKeyValidator(菜单 BaseGames → Verification → Validate Address Keys)确认
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 7. 工具链与自动化
|
||||
|
||||
### 7.1 规则权威来源
|
||||
|
||||
所有分组与标签的映射规则**集中定义**于:
|
||||
|
||||
```
|
||||
Assets/_Game/Scripts/Editor/Addressables/AddressableRules.cs
|
||||
```
|
||||
|
||||
- `PrefixGroupMap` — 地址前缀 → Group 名称
|
||||
- `PrefixLabelMap` — 地址前缀 → Label 列表(更具体的前缀排在前面)
|
||||
- `ExactLabelMap` — 精确地址 → Label 列表(覆盖前缀规则的特殊情况)
|
||||
|
||||
**修改规则时只改 `AddressableRules.cs` 一处**,两个工具(`AddressableBatchTool` 和 `AddressableRuleSyncWindow`)均从此处读取,保证一致性。
|
||||
|
||||
### 7.2 日常标签维护工作流
|
||||
|
||||
```
|
||||
新建/更新资产后:
|
||||
1. 打开 Rule Sync 窗口(菜单 BaseGames → Addressables → Rule Sync)
|
||||
2. 点击 [Scan All] — 扫描所有 Addressable 条目与期望规则的差异
|
||||
3. 查看报告:
|
||||
- Group Mismatch — 资产在错误的分组
|
||||
- Label Missing — 缺少应有标签
|
||||
- Label Extra — 存在不应有的标签
|
||||
4. 点击 [Fix All] 或逐条点击 [Fix] 自动修复
|
||||
5. 可选:点击 [Export CSV] 导出差异报告存档
|
||||
6. 运行 Validate Address Keys 做最终验证
|
||||
```
|
||||
|
||||
### 7.3 批量注册工作流(新增大量资产)
|
||||
|
||||
```
|
||||
1. 将资产按命名前缀放置到正确目录(见 AssetFolderSpec.md §2–§4)
|
||||
2. 打开 Addressable Batch Tool(菜单 BaseGames → Tools → Addressable Batch Tool)
|
||||
3. 切换到 "② 文件夹批量" 标签,选择目标文件夹,点击 [Register Folder]
|
||||
4. 切换到 "① 同步 AddressKeys" 标签,点击 [Scan],为新注册的资产补充 AddressKeys.cs 常量
|
||||
5. 返回 Rule Sync 窗口执行 Scan → Fix All 统一校正 Group / Label
|
||||
6. 运行 Validate Address Keys 验证
|
||||
```
|
||||
|
||||
### 7.4 工具一览
|
||||
|
||||
| 工具 | 菜单路径 | 核心功能 |
|
||||
|------|---------|---------|
|
||||
| **Rule Sync** | `BaseGames → Addressables → Rule Sync` | 扫描 + 修复分组/标签不合规条目;导出 CSV |
|
||||
| **Addressable Batch Tool** | `BaseGames → Tools → Addressable Batch Tool` | 三标签:AddressKeys 同步 / 文件夹批量注册 / Selection 注册 |
|
||||
| **Validate Address Keys** | `BaseGames → Verification → Validate Address Keys` | 验证 AddressKeys.cs 所有常量均已在 Addressables 注册,构建前自动触发 |
|
||||
|
||||
Reference in New Issue
Block a user