Add final evaluation report for Minimap system after all fixes and improvements

- Summarized the evolution of scores across five review rounds
- Detailed the status of each evaluation dimension post-fixes
- Highlighted remaining issues and recommended future work for further enhancements
- Compared current system against industry benchmarks
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# 开发实施计划
> **版本**1.0
> **日期**2026-05-11
> **依据**`Docs/Architecture/`24 份架构文档)
> **目标**:完整实现 `Docs/Design/` 所有技术需求
---
## 目录
1. [策略选择](#1-策略选择)
2. [整体阶段概览](#2-整体阶段概览)
3. [Phase 0项目基础](#3-phase-0项目基础)
4. [Phase 1垂直切片 MVP](#4-phase-1垂直切片-mvp)
5. [Phase 2核心玩法扩展](#5-phase-2核心玩法扩展)
6. [Phase 3世界与进程系统](#6-phase-3世界与进程系统)
7. [Phase 4内容与完善](#7-phase-4内容与完善)
8. [模块依赖顺序](#8-模块依赖顺序)
9. [技术风险与缓解策略](#9-技术风险与缓解策略)
---
## 1. 策略选择
### 为什么不用纯 MVP 先验证可行性?
纯 MVP 策略适合**架构未定型**的项目——先做最小功能,验证架构方向再继续。
本项目**架构已完全定型**24 份文档,类/接口/字段/方法全部明确),逻辑设计无需验证。真正的风险集中在:
| 风险点 | 内容 |
|--------|------|
| 第三方库集成 | Animancer Pro FSM、PathBerserker2d NavSurface、Behavior Designer AI 树三者协作 |
| SO 事件频道跨系统串联 | 首次接线需要验证整条链路Input→Player→Combat→Save→UI |
| Addressables 异步加载 | 场景 Additive 加载 + Persistent 常驻场景的 Load/Unload 时序 |
| Cinemachine + PixelPerfect | 相机切换与房间边界的实际表现 |
### 推荐:骨架垂直切片策略
```
Phase 0: 项目骨架(无可玩内容,但基础设施就绪)
Phase 1: 垂直切片 MVP一个可玩房间验证所有第三方集成点
Phase 2: 核心玩法扩展(在验证的骨架上填充完整战斗/移动系统)
Phase 3: 世界与进程系统(地图、存档、谜题、任务)
Phase 4: 内容与完善Boss 技能、叙事、支撑系统、平台发布)
```
每个 Phase 结束都有**可演示的里程碑**,但 Phase 0 之后的每一层都是在可运行的代码上追加,而非重写。
---
## 2. 整体阶段概览
| Phase | 目标 | 里程碑 | 预估周期 | 状态 |
|-------|------|--------|---------|------|
| **0** | 项目基础设施 | 编译无错,基础框架可寻址加载 | 1 周 | ✅ 完成2026-05-07|
| **1** | 垂直切片 MVP | 一个房间可玩:移动/攻击/一只敌人/存读档 | 34 周 | ✅ 完成2026-05-08|
| **2** | 核心玩法扩展 | 完整玩家能力树/战斗系统/多种敌人 | 45 周 | 🔄 代码全部完成剩余VFX 资产填充 - 仅 Unity 编辑器操作)|
| **3** | 世界与进程 | 完整地图/谜题/任务/商店 | 45 周 | ✅ 代码全部完成剩余P3-1 Prefab 装配 - 仅 Unity 编辑器操作)|
| **4** | 内容与完善 | Boss/叙事/平台服务/QA | 34 周 | ✅ 完成2026-05-11P4-1P4-6 全部 ✅)|
---
## 3. Phase 0项目基础
**目标**所有模块能编译Addressables/Assembly Definitions/SO 事件频道骨架就绪,无可玩内容。
### 任务清单
#### P0-1项目结构01_ProjectStructure
- [x] 按规范建立 `Assets/Scripts/``Assets/Data/``Assets/Prefabs/``Assets/Scenes/` 文件夹层级
- [x] 创建全部 Assembly Definition 文件(`BaseGames.Core``BaseGames.Core.Events``BaseGames.Core.Save``BaseGames.Input``BaseGames.Player``BaseGames.Player.States``BaseGames.Combat``BaseGames.Combat.StatusEffects``BaseGames.Parry``BaseGames.Enemies``BaseGames.Enemies.AI``BaseGames.World``BaseGames.UI``BaseGames.Audio``BaseGames.Progression``BaseGames.Feedback``BaseGames.Camera``BaseGames.Animation``BaseGames.Editor`
- [x] 验证 asmdef 依赖方向(低层不引用高层,`Core.Events` 无任何依赖)
- [x] 建立 `Persistent.unity` 场景骨架(空 GameObject 层级,待 Phase 1 填充组件)
#### P0-2SO 事件系统02_EventSystem
- [x] `BaseEventChannelSO<T>` 泛型基类
- [x] `VoidBaseEventChannelSO` 无负载基类
- [x] 所有具体频道类型(已创建):`VoidEventChannelSO``IntEventChannelSO``FloatEventChannelSO``BoolEventChannelSO``StringEventChannelSO``Vector2EventChannelSO``TransformEventChannelSO``GameStateEventChannelSO``SceneLoadRequestEventChannelSO``DifficultyChangedEventChannel``DamageInfoEventChannelSO``HitConfirmedEventChannelSO``ShopPurchaseEventChannelSO``DialogueEventChannelSO``LiquidEventChannelSO``WorldMarkerEventChannelSO``AbilityTypeEventChannelSO``AbilityType` payload`ColorBlindModeEventChannelSO``BossSkillEventChannelSO``BossPhaseEventChannelSO``StatusEffectEventChannelSO``QuestStateChangedEventChannel``QuestObjectiveEventChannelSO`
- [x] `ToolUsedEventChannelSO`payload`ToolUsedPayload { SlotIndex, ToolId }``Core/Events/ToolEvents.cs`;⚠️ 架构 09 §7.5 用 `Tool` 对象,实现用 `string ToolId` 避免跨程序集依赖)
- [x] `AchievementEventChannelSO`payload`AchievementSO``Progression/AchievementSO.cs`Phase 0 骨架Phase 4 扩充)
- [x]`Assets/Data/Events/` 下预建所有全局频道 `.asset` 资产(`CreateEventChannelAssets` Editor 菜单一键生成;对照 `02_EventSystem §4` 清单)
- [x] `EventSubscription` struct + `CompositeDisposable`(已实现;命名差异:架构用 `EventSubscriptionToken`/`DisposableSubscription`,实现用 `EventSubscription`/`CompositeDisposable`——功能等价)
- [x] `AddTo(ICollection<IDisposable>)` 扩展方法(`EventSubscriptionExtensions` 静态类;架构 02 §8
#### P0-3Core 骨架03_CoreModule
- [x] `GameStateId` struct + `IGameState` 接口 + `GameStateMachine`(替代旧 `GameState` 枚举;架构 03_CoreModule §2
- [x] `GameStates` 静态工厂8 个内置状态MainMenu/Gameplay/Paused/BossFight/Cutscene/Loading/Dead/GameOver
- [x] `IGameStateFactory` 接口(供 DLC/扩展注册自定义状态)
- [x] `GameStateEventChannelSO` payload 类型为 `GameStateId`(非旧 enum
- [x] `GameManager`(字段 + 接口签名Awake 暂留空,内嵌 `GameStateMachine`
- [x] `SceneLoader`(异步加载骨架,`LoadSceneAsync` 封装)
- [x] `SettingsManager` + `GlobalSettingsSO`
- [x] `GlobalObjectPool`(通用池,`Spawn<T>` / `Despawn``WarmupAsync` 批量预热)
- [x] `PooledObject` 组件
#### P0-3b服务层骨架03_CoreModule §11-13
- [x] `ServiceLocator` 静态类(`Register<T>` / `Get<T>` / `GetOrDefault<T>` / `OverrideForTest<T>` / `Reset`
- [x] `GameServiceRegistrar`ExecutionOrder -2000DontDestroyOnLoad`Awake` 中注册所有核心服务)
- [x] 五大服务接口:`IAudioService``ISaveService``ISceneService``IDeathRespawnService``IEventChannelRegistry`
- [x] `NullAudioService`(空实现,测试/Editor 下兜底,不报错)
- [x] `DeathRespawnService`(实现 `IDeathRespawnService`UniTask-based封装死亡/重生序列Phase 1 完成完整逻辑Day 3 只建文件+接口)
- [x] `SceneService`(实现 `ISceneService`UniTask-based封装场景加载Day 3 只建文件+接口)
#### P0-4资产加载骨架13_AssetPoolModule
- [x] `AddressKeys` 静态常量类(填入当前已知地址;后续持续追加)
- [x] `AssetLoader` 工具类(封装 `Addressables.LoadAssetAsync`
- [x] `AssetReleaseTracker`(场景卸载时批量 Release
- [x] `AddressKeyRegistry`(运行时 key 注册层DLC 扩展用;`TryRegister(key, addr)` / `Resolve(key)` / `TryResolve()` / `Unregister()` / `ForceRegister()``Core/Assets/AddressKeyRegistry.cs`;架构 13 §9
- [x] Editor 工具:`AddressKeyValidator`(反射扫描 `AddressKeys` 所有常量,对比 Addressable 分组)+ `AddressKeyImportWatcher``AssetPostprocessor`Addressable 分组变更后自动触发;`Editor/AddressKeyValidator.cs`;架构 13 §10
#### P0-5存档骨架12_SaveModule 部分)
- [x] `SaveData` C# 完整数据结构(所有子类:`SaveMeta``PlayerSaveData``WorldSaveData` 等)
- [x] `ISaveStorage` 接口 + `LocalFileStorage` 实现(⚠️ 类名无 "Save" 前缀,架构 12 §2
- [x] `SaveManager`(接口签名,`Save`/`Load`/`NewGame` 占位实现)
### Phase 0 完成标准
- Unity 编译无错Console 无警告
- 能在 Editor 中运行 `Persistent` 场景GameManager Awake 打印版本号)
- 能新建 / 加载 JSON 存档文件(即使数据为空)
- 所有 asmdef 引用方向通过 Assembly Reference Checker 验证
---
## 4. Phase 1垂直切片 MVP
**目标**:一个完整可玩房间。验证所有第三方库集成点,建立可以往上叠加的可运行骨架。
**可玩标准**:玩家能在一个房间内移动、跳跃、普通攻击;有一只巡逻敌人能被击杀;房间内有存档点可存读档;死亡后从存档点复活。
### 任务清单
#### P1-1输入系统04_InputModule
- [x] `InputReaderSO`(持有 `PlayerInputActions` 引用,暴露 Unity Events
- [x] `InputBuffer`(三路独立缓冲:`_jumpBufferDuration = 0.15f``_attackBufferDuration = 0.12f``_dashBufferDuration = 0.10f`
- [x] 配置 `PlayerInputActions.inputactions`Gameplay / UI / Cutscene 三套 Action Map存于 `Assets/Settings/PlayerInputActions.inputactions`
- [x]`Persistent` 场景挂载 `InputReader`
#### P1-2相机系统17_CameraModule
- [x] `CameraStateController`(管理 GlobalCam / RoomCam 优先级)
- [x] `RoomVisibleArea`(每个房间场景的 `CinemachineConfiner2D` 边界)
- [x] `CameraTriggerZone`(触发切换活跃相机)
- [x] `CameraConfigSO`Pixel Perfect 参数)
- [x] `CameraBlendProfileSO`(混合曲线配置 SO`ToBlendDefinition()` 返回 Cinemachine v3 结构体)
- [x] `RoomCamera`(单房间 VCam 封装,`Activate()`/`Deactivate()` 优先级切换)
- [x] 配置 Cinemachine Virtual Camera + Pixel Perfect Camera 组合Unity Editor 场景组装)
- [x] **验证点**:进入房间后相机锁定在正确边界,像素对齐无抖动
#### P1-3玩家模块——基础05_PlayerModule
目标Run/Jump/Fall/Idle/Attack 五个状态可运行
- [x] `PlayerController`(协调器字段 + Awake 注册 + Update 状态转发)
- [x] `PlayerMovement`Rigidbody2D 移动,走/跳/落地)
- [x] `PlayerStats`HP 字段,`TakeDamage` 接口)
- [x] `PlayerCombat`基础近战攻击触发HitBox 激活/停用)
- [x] `PlayerStateBase`(抽象基类;`PlayerStateMachine` 逻辑内嵌于 `PlayerController`
- [x] State 实现:`IdleState``RunState``JumpState``FallState``AttackState`(✅)
- [x] `PlayerAnimationConfigSO` + `PlayerMovementConfigSO`(基础数值)
- [x] `PlayerStatsSO`HP/灵力/弹簧/Geo 初始数值 SO
- [x] **Animancer 集成验证点**FSM 切换时 Animancer Linear 混合正常,无动画卡顿
#### P1-4战斗管道06_CombatModule
- [x] `DamageInfo` struct + `Builder`
- [x] 所有枚举(`DamageType``DamageCategory``DamageFlags``DamageTags``HitFxType``BreakLevel``PoiseLevel`;⚠️ `DamageTags``[Flags]` 枚举含 15 个标记位,`PoiseLevel` 均定义于架构 06_CombatModule §2
- [x] `DamageSourceSO`
- [x] `HitBox``OnTriggerEnter2D` → 收集重叠的 `HurtBox`,调用 `ReceiveDamage`
- [x] `HurtBox``ReceiveDamage` 管道:防御计算 → `IDamageable.TakeDamage`
- [x] `IDamageable` 接口
- [x] **伤害管道验证点**:玩家攻击命中敌人 HurtBox → 敌人 HP 减少Console 打印 DamageInfo 内容
#### P1-5基础敌人07_EnemyModule
目标:一只能巡逻、追玩家、被攻击、死亡的基础敌人
- [x] `EnemyBase``IDamageable``TakeDamage`/`Die`
- [x] `EnemyStats` + `EnemyStatsSO`(基础 HP/攻击力)
- [x] `EnemyMovement`Rigidbody2D配合 NavAgent
- [x] `EnemyNavAgent`(封装 PathBerserker2d `NavAgentComponent`
- [x] `EnemyCombat`(近战攻击区域,触发玩家 HurtBox
- [x] NavSurface 烘焙(测试房间地形)
- [x] Behavior Designer 任务类:`BD_Patrol``BD_MoveToPlayer``BD_Attack``BD_IsPlayerInRange`(⚠️ 类名以架构 07_EnemyModule §8 为准,非 BD_ChasePlayer/BD_AttackPlayer/BD_CheckPlayerDistance
- [x] 一份基础 BehaviorTree 资产Patrol → Detect → Chase → Attack
- [x] **PathBerserker2d + Behavior Designer 集成验证点**:敌人能在 NavSurface 上寻路追玩家
#### P1-6存档完整实现12_SaveModule
- [x] `SaveManager` 完整实现(`Save``Load``NewGame``DeleteSave`
- [x] `SavePoint` 场景组件(触发存档,广播 `_onSavePointActivated`
- [x] `ISaveable` 接口 + `PlayerSaveData` 读写HP、位置、当前场景
- [x] `SaveMigrator`(版本号检查)
- [x] `EmergencySaveService`(定时自动存档)
- [x] **存档验证点**Play → 激活存档点 → 退出 Play → 再 Play → 正确加载到存档位置
#### P1-7最简 UI10_UIModule
- [x] `UIManager`Panel 层级管理,`OpenPanel`/`CloseTopPanel`;⚠️ 非 `ShowPanel`/`HidePanel`,架构 10 §2
- [x] `HUDController`HP 条 + 当前货币;⚠️ 非 `HUDPanel`,架构 10 §3
- [x] 订阅 `_onHPChanged``_onGeoChanged` 事件频道更新 HUD 货币频道名为 `_onGeoChanged`,架构 10 §3
- [x] `DeathScreenController`(占位,显示"You Died";⚠️ 非 `DeathPanel`,架构 10 §6
#### P1-8最简音频钩子11_AudioModule
- [x] `AudioManager`(单例,`PlaySFX`/`PlayBGM` 接口)
- [x] `AudioMixerKeys`Exposed Parameter 常量类)+ `AudioConfigSO`(区域 BGM 映射)
- [x] `BGMController`(订阅 Zone/Boss 事件驱动 BGM 切换)+ `AudioZone`(区域切换触发)
- [x] 在伤害管道和死亡事件上挂上 SFX 钩子(`CombatSFXController` 订阅 `HitConfirmedEventChannelSO` + `_onPlayerDied`
#### P1-9VFX 最简18_VFXFeedbackModule 骨架)
- [x] `VFXPool`(基于 `GlobalObjectPool` 的 VFX 专用包装)
- [x] `HitFXSpawner`(根据 `DamageInfo.FxType` 路由到 VFX Prefab
- [x] `HurtFlashController`(白闪 Shader 参数控制)
- [x] `VFXCatalogSO`填入2-3个占位 Prefab
- [x] **验证点**:击中敌人时播放命中特效和白闪
#### P1-10死亡复活流程串联03_CoreModule §8
- [x] `GameManager` 完整实现死亡/复活时序
- [x] 接通事件链:`_onPlayerDied``GameManager.OnPlayerDied()``DeathScreenController` → 等待输入 → `SceneLoader.ReloadFromSave()`
### Phase 1 完成标准
| 验证项 | 要求 |
|--------|------|
| 玩家可移动/跳跃/攻击 | Animancer FSM 无卡顿 |
| 敌人能寻路追击攻击 | PathBerserker2d + Behavior Designer 无报错 |
| 攻击命中有 VFX 和音效 | 事件链完整 |
| 激活存档点,退出重进,正确复位 | SaveManager JSON 读写正确 |
| 玩家死亡 → 死亡画面 → 复活 | GameManager 状态机流转正确 |
| 相机锁定房间,像素对齐 | 无亚像素抖动 |
| Console 无错误,无 MissingReference | — |
---
## 5. Phase 2核心玩法扩展
**目标**:在 Phase 1 的可运行骨架上,填充完整的玩家能力、战斗纵深、多种敌人。
### 任务清单
#### P2-1玩家完整 FSM05_PlayerModule 剩余)
- [x] State 补充Week 5`DashState``AerialDashState``WallSlideState``WallJumpState``AirAttackState``DownAttackState``UpAttackState``HurtState``DeadState``SpringState``ParryState`
- [x] `SwimState``21_LiquidPuzzleModule §SwimState`,✅ Week 11 完成)
- [x] `PlayerWallDetector`(独立墙壁检测组件,双射线每侧防误判)
- [x] `PlayerMovementConfigSO` 补充 `DefaultGravityScale`
- [x] `FormController`三形态切换Sky/Earth/Death`FormType``FormSO``FormConfigSO`
- [x] `WeaponManager`FormController 联动 + Override 护符替换 API`WeaponSO` 完整字段扩展)
- [x] `PlayerCombat` 完整实现HitBox 四向激活、`SetComboSegmentSource``OnHitConfirmed`→灵力)
- [x] `PlayerController` Phase 2 扩展(`IPoiseSource` + 11 个新状态 + `TakeDamage` 路由到 HurtState/DeadState
- [x] `SkillManager`(技能槽 + 冷却计时)— 已在 P3-3 完整实现(`BaseGames.Skills` 程序集)
- [x] `SpringSystem`(头部弹簧摆动,完整实现)
- [x] Animancer 双层动画Base Layer移动动画+ Overlay Layer叠加层灵泉/魂技能)✅ 2026-05-12`PlayerController` 初始化 Layer 1`PlayOnOverlay`/`StopOverlay` API`SpringState` 改用叠加层)
#### P2-2护盾系统20_ShieldModule
- [x] `ShieldComponent`Phase 2 完整实现:护盾值吸收、再生延迟、破盾惩罚事件;新增 `FullRecharge()` / `OnParrySuccess()` / 破碎惩罚计时;可选 `ShieldConfigSO` 覆盖内联字段)
- [x] `ShieldConfigSO`MaxShieldHP、DamageAbsorptionRatio、RechargeDelay、RechargeRate、BrokenPenaltyDuration、ParryRestoreRatio
- [x] `IShieldable` 接口(`CombatInterfaces.cs`
- [x] `HurtBox.ReceiveDamage` 接入护盾管道(步骤 4 `AbsorbDamage` 已实现ConsumeParry 步骤 2 已实现)
- [x] 护盾破碎/恢复 VFX 钩子 ✅ 2026-05-13`ShieldComponent` 新增 `_onShieldBrokenChannel` / `_onShieldRestoredChannel` VoidEventChannelSO 字段,破碎时 Raise破碎惩罚结束及 FullRecharge 时 Raise restore
#### P2-3完整战斗系统06_CombatModule 剩余)
- [x] `ProjectileConfigSO` + `LinearProjectile` + `ParryableProjectile`+ `ArcProjectile``HomingProjectile``ProjectileManager`
- [x] `ParrySystem` 5 阶段状态机Inactive/Startup/Active/EndLag/CounterWindow+ 完美弹反子弹时间 + C# 事件 + `ParryConfigSO`(全部 12 个字段)
- [x] `ParryInfo` struct + `ParryInfoEventChannelSO`SO 事件频道,`BaseGames.Parry` 程序集)
- [x] `PoiseWindowConfig` struct`[Serializable]`,描述动画时间段霸体等级)+ `EnemyPoiseComponent``IPoiseSource` 实现,自动注入 HurtBox
- [x] `StatusEffectManager` + `StatusEffect`(抽象基类,架构 06_CombatModule §11`StatusEffectBase`+ 具体效果Poison、Burn、Freeze、Stun**已在 P2-4b 实现**
- [x] `IBreakable`(机关/障碍物交互接口;`CombatInterfaces.cs` 内定义;`HitBox` 已在命中非 `HurtBox` 时尝试调用)
- [x] `ClashResolver`(拼刀系统:同帧玩家/敌人 HitBox 对碰检测,广播 `EVT_NailClash`;架构 06 §15✅ 2026-05-11`ClashConfigSO.cs``ClashResolver.cs` 新建;`HitBox.cs` 加入拼刀检测分支,`CanClash` / `IsActive` / `OwnerRigidbody` 属性)
#### P2-4动画事件系统24_AnimEventModule✅ Week 72026-05-11
- [x] `AnimationEventType` enum21 种事件类型)
- [x] `AnimationEventConfigSO`
- [x] `AnimationEventBinder`
- [x] `PlayerAnimationEvents`(挂在玩家上)
- [x] `EnemyAnimationEvents`(挂在敌人上)
- [x] `IAnimationEventHandler` 接口(⚠️ 非 `IAnimEventReceiver`,架构 24_AnimEventModule §1 patch
- [x] 将 AttackState HitBox 激活时机从 FixedUpdate 改为 AnimEvent 驱动(已通过 Animancer `events.Add(0.3f/0.6f, ...)` 归一化时间事件实现)
- [x] Editor 工具:`EventConfigEditor``[CustomEditor(typeof(AnimationEventConfigSO))]`时间轴标记点可视化、Clip 漂移检测(偏差>5帧警告、normalizedTime 越界保护、事件类型着色;架构 24 §10
#### P2-4b状态效果系统06_CombatModule §11✅ Week 72026-05-11
- [x] `StatusEffectType.cs` 枚举Fire/Poison/Stagger/Freeze/Stun 架构定义 4 个值 Fire/Poison/Freeze/StunStagger 为实现扩展)
- [x] `StatusEffect.cs` 抽象基类双计时器Duration + TickTimerOnApply/OnStack/OnTick/OnExpire
- [x] `FireEffect.cs`DoTMaxStacks=1**3s**/0.5s/**1dmg True**/tickOnApply/OnExpire 设置 `_FireGlow` Shader 参数)
- [x] `PoisonEffect.cs`DoTMaxStacks=3**5s**/1s/**StackCount dmg True**/tickOnApply/OnStack/OnExpire 管理 `_PoisonGlow` Shader 参数)
- [x] `StaggerEffect.cs`硬直MaxStacks=1可自定义持续时间架构扩展非核心规格
- [x] `StatusEffectEventChannelSO.cs`SO 事件频道,携带 StatusEffectEvent struct架构用 StatusEffectType 直接广播,实现扩展为含 StackCount/RemainingDuration 的 struct 更利 UI
- [x] `StatusEffectManager.cs` 完整实现List + Dictionary 双结构ApplyEffect/CleanseEffect/CleanseAll/HasEffect`ApplyDirectDamage(DamageInfo)` 替代旧 DealDotDamage`SetShaderParam(string,float)` via MaterialPropertyBlockSpriteRenderer 初始化于 Awake
#### P2-5完整 VFX 反馈18_VFXFeedbackModule 完整)
- [x] `FeedbackConfigSO``HurtFlashColor`/`HurtFlashDuration`Phase 2 扩充 Feel 封装字段)
- [x] `IFeedbackPlayer` 接口(完整 APIPlayHit/PlayTakeHit/PlayDeath/PlayHeal/PlayLandImpact 等)+ `PlayerFeedback``EnemyFeedback``NullFeedbackPlayer` 实现
- [ ] `VFXCatalogSO` 填入全部 VFX Prefab命中/死亡/技能/环境)
- [x] 接通 Feel MMF_Player 到相机震动、控制器震动 ✅ 2026-05-13新增 `PostProcessManager``RegionLightController` + `RegionLightCatalogSO``PaletteSwapSystem` + `PaletteCatalogSO``BaseGames.VFX.asmdef` 加入 `BaseGames.Player` 引用)
#### P2-6难度系统19_DifficultyModule✅ Week 82026-05-10
- [x] `DifficultyLevel` enum已在 Core.Events`Easy/Normal/Hard/SteelSoul`
- [x] `DifficultyScalerSO` × 4 份资产Easy/Normal/Hard/SteelSoul — 脚本已创Unity 内创建资产)
- [x] `DifficultyManager``DefaultExecutionOrder: -900`SteelSoul 不可降级)
- [x] `BoolEventChannelSO`新增BossBase 依赖)
- [x] `PlayerStats` 订阅 `DifficultyChangedEventChannel`,难度切换时按 HP 比例缩放(`hpRatio × newMax`)并广播 `_onHPChanged`/`_onMaxHPChanged` ✅ 2026-05-11
- [x] `EnemyStats` 订阅 `DifficultyChangedEventChannel` 支持运行时切换;`Initialize()` 只缩放 HP不缩放 Defense架构 19 §5提取 `ApplyHPScaler()` ✅ 2026-05-11
- [x] `ShopController.GetEffectivePrice()` 新增公开方法;`TryPurchase()` 改用实际价格(含 `ShopPriceMultiplier`)✅ 2026-05-11
- [x] `DeathRespawnService.StartGameOverCoroutine()` 实现:删除存档槽 → `ISceneService.LoadMainMenuCoroutine()` ✅ 2026-05-11
- [x] `SaveManager.CurrentSlot` 公开属性(供 DeathRespawnService 获取当前槽)✅ 2026-05-11
- [x] `GameManager.DeathFlow()` 接入 SteelSoul 分支:检查 `InstantDeathOnZeroHP`true 时调用 `StartGameOverCoroutine()` 跳过普通死亡流程 ✅ 2026-05-11
- [x] `DifficultyScalerSO` × 4 份资产Easy/Normal/Hard/SteelSoul — 脚本已创Unity 内创建资产)
- [x] 钢铁之魂模式:`SaveMeta.IsSteelSoul` 字段写入 + `DifficultyManager` 实现 `ISaveable`OnSave/OnLoad在读档时锁定难度 ✅ 2026-05-11
#### P2-7敌人扩展07_EnemyModule 剩余)✅ Week 92026-05-10
- [x] `BossBase`Phase 切换 EnterPhase/IsHPBelow/Die 广播)
- [x] `ProjectileConfigSO` + `Projectile` (Linear/Arc/Homing/Parryable) + `ProjectileManager`
- [x] `RangedEnemy` + `FlyingEnemy`EnemyBase 子类)
- [x] `DeathShade`IInteractableGeo 回收事件)
- [x] `LootTableSO` + `LootResolver`(加权随机掉落 + 难度缩放;`SpawnGeo`/`SpawnItem` 调用 `CollectibleSpawner` 静态方法Phase 3 TODO 占位已移除)✅ 2026-05-11
- [x] `AttackPatternSO` + `TelegraphSystem` ✅ 2026-05-12
- [x] `EnemyQuotaManager` ✅ 2026-05-12
- [x] `BatchLOSSystem` + `ILOSRequester` ✅ 2026-05-12
- [x] `BD_` 任务类补充14 个 Action + Conditional✅ 2026-05-12
#### P2-8音频系统完整11_AudioModule 完整)✅ Week 82026-05-10
- [x] `AudioEventSO`(随机音效 SOPlay / PlayOneShot
- [x] `GlobalSFXPlayer`(静态 SFX 入口2D + 世界坐标 3D 播放)
- [x] 为所有模块 SFX 钩子连接 `AudioEventSO` ✅ 2026-05-13`CombatSFXController` 全部字段由 `AudioClip` 升级为 `AudioEventSO`,通过 `GlobalSFXPlayer.Play()` 播放,支持随机音量/音调/多片段)
---
## 6. Phase 3世界与进程系统
**目标**:完整地图探索、谜题机关、任务系统、商店;存档数据完整;关卡编辑器工具就绪。
### 任务清单
#### P3-1世界模块完整08_WorldModule✅ Week 10 代码完成
- [x] `RoomTransition`(门/传送Additive 场景加载/卸载)
- [x] `HazardZone`(即死/持续伤害区域)
- [x] `Collectible`Geo/物品,弧线吸附)
- [x] `DestructibleTile`(三帧图集,三种触发条件)+ `DirectionalDestructible`
- [x] `DirectionalInteractable`OneShot 持久化)
- [x] `MovingPlatform`(三种 MoveType + 乘客 Parent 方案)
- [x] `CrumblePlatform`(四态状态机 + NavLink 联动)
- [x] `FalseWall`(三种揭示条件)
- [x] `MagicWall`(仅 GizmoLayer Matrix 实现)
- [x] `SoftTerrain`Marker 组件)
- [x] `PhantomInteractable`(继承 `DirectionalInteractable`,响应 `PhantomBody` 层)
- [x] `WorldStateRegistry`(运行时缓存已触发/已破坏状态)
- [x] `CollectibleSpawner`(静态生成器;`SpawnGeo(Vector2, int)` / `SpawnItem(Vector2, string)`;由 `LootResolver` 调用)+ `CollectibleSpawnerConfig`MonoBehaviourPersistent 场景持有 GeoPrefab/ItemPrefab 引用Awake 注册到 CollectibleSpawner✅ 2026-05-11
- [x] `Collectible.SetGeo(int)` / `SetItem(string)`(运行时配置方法,由 CollectibleSpawner 实例化后调用;移除旧静态 SpawnGeo Debug.Log 占位)✅ 2026-05-11
- [x] `RoomTransition.HasItem` 接入 `WorldStateRegistry.IsCollected(itemId)`(不再返回硬编码 true新增 `[SerializeField] private WorldStateRegistry _worldState` 字段)✅ 2026-05-11
- [ ] 场景内端对端验证Unity 编辑器内 Prefab 装配 + 运行验证)
#### P3-2液体与谜题系统21_LiquidPuzzleModule✅ Week 11 代码完成
- [x] `LiquidZone` + `LiquidType` enum
- [x] `LiquidPhysicsConfigSO`(浮力、水下速度)
- [x] `SwimState`(已在 P3-2 完成)
- [x] `ISwitchable``IActivatable` 接口
- [x] `PuzzleSwitch``PuzzleReceiver`AND/OR/XOR 逻辑)、`PuzzleWire`(可视化连接)
- [x] `WaterDangerState` + `UnderwaterPostProcessingController`(架构 21 §12-13
- [x] `FootstepMaterial` + `FootstepAudioConfigSO` + `UnderwaterAudioController`(架构 21 §3.3-3.4
- [x] `WorldMarker` + `BreadcrumbTracker` ✅ 2026-05-12
- [x] `TutorialManager` + `ContextualHintTrigger` ✅ 2026-05-12
#### P3-3进度系统09_ProgressionModule✅ 完成2026-05-10
- [x] `AbilityGate`(能力锁区域,检查 `PlayerStats.HasAbility()`
- [x] `AbilityUnlock`(解锁 Prefab播放解锁演出
- [x] `CharmSO``EquipmentManager`(护符装备/卸载Notch 管理)
- [x] `CharmCatalogSO`(护符目录 SO`Find(charmId)→CharmSO``EquipmentManager.AddToCollection` + `OnLoad` 依赖)✅ 2026-05-11
- [x] `EquipmentManager.AddToCollection` 完整实现(从 CharmCatalogSO 查找 → 去重加入 `_collected`;旧 Debug.Log 占位已移除)✅ 2026-05-11
- [x] `EquipmentManager.OnSave/OnLoad` 完整实现(读写 `OwnedCharmIds`OnLoad 恢复 `_collected` 后逐个调用 `TryEquipCharm`)✅ 2026-05-11
- [x] `FormSkillSO``SkillManager``SkillModifierRegistry`(技能数据+管理+修改器)
- [x] `ToolSO``ToolSlotManager`(两槽工具 + 冷却)+ `ToolHUD`
- [x] `ToolCatalogSO`(工具目录 SO`Find(toolId)→ToolSO``ToolSlotManager.OnLoad` 依赖)✅ 2026-05-11
- [x] `ToolSlotManager.OnLoad` 完整实现(从 ToolCatalogSO 查找两槽 toolId → 调用 `EquipTool(i, tool)`;旧 TODO 已移除)✅ 2026-05-11
- [x] `EquipmentManager`(护符装备,多态 ICharmEffect
- [x] `RegionDefinitionSO``ProgressLock``BossProgressTracker``HPContainerPickup`
- [x] `SkillHitBoxInstance`(技能 HitBox Prefab 组件)
- [x] `CharmEffectDrawer`Editor 护符效果下拉 Inspector
#### P3-4任务与挑战22_QuestChallengeModule✅ 完成2026-05-11
- [x] `QuestSO``QuestObjectiveSO`5 种具体类型)、`RewardSO`(物品发放通过 `StringEventChannelSO _onItemGranted.Raise(id)` 广播,旧 InventoryManager 占位已移除)✅ 2026-05-11
- [x] `QuestManager`ISaveable事件驱动进度追踪
- [x] `QuestGiver`(继承 InteractableNPC根据任务状态切换对话
- [x] `InteractableNPC``DialogueSequenceSO`BaseGames.Dialogue 基础实现)
- [x] `ChallengeRoomSO``ChallengeEncounterSO``BossRushSequenceSO`
- [x] `ChallengeRoomManager`Addressables 波次生成,快存/快读)
- [x] `ChallengeRoomTrigger`IInteractable 入口,事件触发场景加载)
- [x] `EnemyBase` 扩展:`EnemyId` 属性 + `OnDied` 事件
#### P3-5地图与商店15_MapShopModule✅ 完成2026-05-11
- [x] `MapRoomDataSO` + `MapDatabaseSO` + `RoomExitData` + `ExitDirection`(房间数据 SO架构 15 §1.1
- [x] `MapManager`ISaveable订阅 `EVT_RoomEntered``SetMapped(roomId)``[DefaultExecutionOrder(-700)]`;架构 15 §1.2
- [x] `MapPanel` + `MapRoomCellUI`(格子地图 UI订阅 `EVT_MapUpdated` 增量刷新;架构 15 §1.3
- [x] `MapPlayerTracker``WorldToCell` 换算LateUpdate 找所在房间;架构 15 §1.4
- [x] `MapPinManager`ISaveable`_pins: List<MapPin>`MapPin/PinType 定义在 SaveData.cs 避免循环依赖;架构 15 §1.5
- [x] `ShopItemSO` + `ShopItemType`(架构 15 §2.1
- [x] `ShopInventorySO` + `RestockPolicy`(架构 15 §2.2
- [x] `ShopController`ISaveable`TryPurchase``GetAvailableItems``Restock``ShopPanel` 存根;架构 15 §2.3
- [x] `ShopNPC`IInteractable`DialogueEventChannelSO` 触发招呼对话→打开商店;架构 15 §2.4
- [x] Editor 工具:`MapRoomDataEditor``[CustomEditor(typeof(MapRoomDataSO))]`Scene 句柄拖拽 GridPosition/GridSize"居中 Scene View"按钮;架构 15 §5
#### P3-6存档完善12_SaveModule 剩余)✅ 2026-05-11
- [x] `CrashReporter` + `EmergencySaveService.PromoteToSlot` 完整实现(定时检点 + 崩溃日志)
- [x] `SaveMigrator` 版本迁移策略v1.0→v1.1→v2.0→v2.1 字段兼容)
- [x] 存档槽 UI`SaveSlotController` + `SaveSlotUI`;新建/删除/选择存档)
- [x] `SaveManager.DeleteSlotAsync` + `BaseGames.UI.asmdef` 添加 `BaseGames.Core.Save` 引用
---
## 7. Phase 4内容与完善
**目标**Boss 战系统、叙事/过场、平台服务层、本地化、Debug 工具,进入 QA 可测试状态。
### 任务清单
#### P4-1Boss 技能系统23_BossSkillModule✅ 2026-05-11
- [x] `BossSkillTypes.cs`:全部枚举(`BossSkillCategory``BossSkillType``InteractionTag``VulnTriggerType``WeakPointType``CounterType``ArenaEventType`)及 Serializable struct`VulnerabilityWindow``PlayerCounterResponse``ArenaEventTrigger``ArenaEventParams``ArenaEventData``BossResourceCost``IArenaInteractable`
- [x] `BossSkillSO``CreateAssetMenu`,引用 `AttackPatternSO[]``VulnerabilityWindow[]``PlayerCounterResponse[]``ArenaEventTrigger[]``BossResourceCost``PoiseWindowConfig``ClipTransition`
- [x] `AttackPatternSO`(伤害/弹幕/AoE/时序参数;`DamageSourceSO` 引用)
- [x] `SkillSequenceSO``SequenceStep[]`,含重复逻辑 `RepeatIfPlayerInRange`
- [x] `BossResourceConfigSO`Boss 自身资源配置,如愤怒值)
- [x] `BossSkillExecutor`Coroutine 实现;`ExecuteSkill()` / `InterruptCurrentSkill()`VulnerabilityWindow 与攻击序列并行协程;注:架构规格为 UniTask当前用 Coroutine 实现以匹配项目实际依赖)
- [x] `WeakPointSystem`(弱点 HurtBox 激活管理;`SetActive(bool, float, bool)``_onVulnerabilityWindowOpened` 广播)
#### P4-2叙事系统14_NarrativeModule✅ 2026-05-11
- [x] `DialogueSequenceSO` 补全 `DialogueLine.portraitSprite` / `typewriterDelay` 字段 ✅ 2026-05-11
- [x] `DialogueUI`打字机效果StringBuilder 零分配;`ShowLine` / `SkipTyping` / `Hide``IsTyping` 状态属性)✅ 2026-05-11
- [x] `DialogueManager`Coroutine 驱动打字序列;`StartDialogue(sequence, npcId)`Action Map 切换;广播 `EVT_NpcDialogueCompleted`;注册到 ServiceLocator✅ 2026-05-11
- [x] `InteractionPromptController`(交互提示 UI键盘/手柄图标自动切换;挂在 IInteractable 子节点)✅ 2026-05-11
- [x] `NarrativeNPC`(扩展 InteractableNPC`DialogueVersion[]` 条件对话版本;接入 `WorldStateRegistry`)✅ 2026-05-11
- [x] `InteractableNPC.PlayDialogue()` 接入 `ServiceLocator.GetOrDefault<DialogueManager>()` ✅ 2026-05-11
- [x] `EventChainSO` + 内置 7 个 `ChainCondition` + 10 个 `ChainAction`(全事件频道驱动,无跨程序集直接依赖;`BaseGames.EventChain` 新程序集)✅ 2026-05-11
- [x] `EventChainManager`(订阅 5 条 StringEventChannelSO 中继EvaluateAll存档集成防重入✅ 2026-05-11
- [x] `CutsceneSO``TimelineAsset``CutsceneBinding[]``CameraBlendProfileSO` 混合;`DialogueSequenceSO[]` 叠加层)✅ 2026-05-11
- [x] `CutsceneManager``PlayableDirector` 封装;`PlayById` 事件驱动Action Map 切换;`EVT_CutsceneStarted/Ended`)✅ 2026-05-11
- [x] `CutsceneTrigger`4 种模式OnEnter/OnInteract/OnSceneLoad/OnEvent实现 `IInteractable`WorldStateRegistry 去重)✅ 2026-05-11
- [x] `SignalEmitterClip` + `SignalEmitterBehaviour`Timeline → VoidEventChannelSO 零耦合桥接;支持循环重播)✅ 2026-05-11
#### P4-3输入重绑定04_InputModule §6✅ 2026-05-11
- [x] `InputReaderSO` 补全重绑定 API`StartRebinding()`(自动 Dispose op`SaveBindingOverrides()``LoadBindingOverrides()``ResetBindings()``GetAllActionMap()``FindAction()` ✅ 2026-05-11
- [x] `InputReaderBootstrap` 启动时调用 `LoadBindingOverrides()`(在 `EnableGameplayInput()` 前)✅ 2026-05-11
- [x] `ConflictDetector`(扫描 Gameplay Map 重复 effectivePath返回冲突 Action 名称 HashSet✅ 2026-05-11
- [x] `RebindActionRow`(单行:显示当前绑定 HumanReadable 路径;排他锁 SetInteractable冲突红色高亮✅ 2026-05-11
- [x] `RebindPanel`(统一协调排他重绑定流程;`OnResetAll`;完成后自动 `SaveBindingOverrides`)✅ 2026-05-11
- [x] `BaseGames.UI.asmdef` 补充 `BaseGames.Input` + `Unity.InputSystem` 引用 ✅ 2026-05-11
#### P4-4UI 完整10_UIModule 剩余)
- [x] `PauseMenuController`(设置/键位重绑定/退出;架构 10 §7.3)✅ 2026-05-11
- [x] `SettingsPanelController`(音量/画质/帧率/VSync 设置面板;架构 10 §7.4)✅ 2026-05-11
- [x] `BossHPBar`Boss 血条 + 阶段标记;订阅 EVT_BossFightToggled/HPChanged架构 10 §4✅ 2026-05-11
- [x] `SaveIndicator`(右下角存档提示;订阅 EVT_SaveIndicatorVisible架构 10 §7.6)✅ 2026-05-11
- [x] `LoadingOverlay`(全屏黑幕淡入淡出;订阅 EVT_LoadingOverlay架构 10 §8✅ 2026-05-11
- [x] `LoadingScreenManager`(进度条 + 提示文字 + 随机背景;架构 10 §7.7)✅ 2026-05-11
- [x] `FloatingDamageText` + `FloatingDamageSpawner`(对象池伤害飘字;订阅 EVT_DamageDealt架构 10 §10✅ 2026-05-11
- [x] `ToastNotification` + `ToastManager`(成就/能力 Toast 队列弹出;架构 10 §11✅ 2026-05-11
- [x] `InputDeviceIconSetSO` + `InputDeviceIconSwitcher` + `InputIconImage`(键鼠/手柄图标切换;架构 10 §12✅ 2026-05-11
- [x] `BaseGames.UI.asmdef` 补充 `BaseGames.Combat` 引用 ✅ 2026-05-11
- [x] `SaveSlotController` + `SaveSlotUI`(主菜单 3 槽存档卡片 UI架构 10 §7.5)✅ 已在 P3-6 完成
#### P4-5支撑模块16_SupportingModules✅ 已完成
- [x] `LocalizationManager` + `LanguageManagerSO``#if UNITY_LOCALIZATION` 守卫fallback 返回 key架构 16 §5
- [x] `IPlatformService` ServiceLocator + `SteamPlatformService` + `NullPlatformService` + `PlatformBootstrap`(架构 16 §2
- [x] `AchievementManager`(通过 `ServiceLocator.Get<IPlatformService>()` 接入平台成就12 条件类;架构 16 §3
- [x] `AnalyticsManager`(本地 JSON 日志TrackBossKill/TrackDeath/TrackSessionStart/End架构 16 §7
- [x] `DebugCheatSystem``#if UNITY_EDITOR || DEVELOPMENT_BUILD`heal/addgeo/godmode/unlock/killall/scene/revive架构 16 §4
- [x] `AntiSoftlockSystem` + `RoomEscapeInfoSO` + `HardAbilityGate`(卡关检测 + 自动解锁;架构 16 §6
- [x] `SpeedrunTimer`unscaledDeltaTimeISaveable架构 16 §8
- [x] `AccessibilitySettingsSO` + `AccessibilityManager` + `ColorBlindFilter`(色盲矩阵 URP RenderFeature架构 16 §6
- [x] `BaseGames.Support.asmdef`(引用 Core/Events/Save/Input/Player/Enemies/Combat/World/Progression/Platform/TMP/URP
#### P4-6编辑器工具09_EditorExtensions✅ 2026-05-11
- [x] `AddressKeyValidator`Build Pre-process hook`AddressKeyValidatorBuildHook``AddressKeyValidator.cs` 补充callbackOrder=0架构 13 §10✅ 2026-05-11
- [x] `AddressReferenceGraphWindow``BaseGames/Tools/Asset Reference Graph`;扫描所有 `.cs``AddressKeys.X` 的引用,标红孤儿 key橙色标注不在 Addressables 的 key一键导出 CSV架构 13 §11✅ 2026-05-11
- [x] `DirectionalDestructible`/`FalseWall`/`MovingPlatform`/`HazardZone`/`RoomTransition` Gizmo 已实现;`DestructibleTile` Gizmo`DestructibleTileEditor.cs`)已补充;`PhantomPlate` 已创建 ✅ 2026-05-11
- [x] `NavSurfaceBakeShortcut``%#b` 快捷键;`BaseGames/Tools/Bake All NavSurfaces`;完成时 SetDirty + 打印用时;架构 PathBerserker2d✅ 2026-05-11
- [x] `EventChannelEditor``VoidBaseEventChannelSO` RaiseInEditor 按钮;`BaseEventChannelSO<T>` 订阅者数量显示Play Mode only架构 02 §9✅ 2026-05-11
- [x] `CharmEffectDrawer``CharmSO.effects` 自定义 PropertyDrawer实现为 `CharmSOEditor`,含类型下拉+效果预览;架构 16 §4.1)✅ 已在 P3-3 完成
- [x] `SOValidationRunner` + `IValidatable` 接口(预构建 SO 数据验证;菜单 `Tools/Validate All SOs` + `IPreprocessBuildWithReport`;架构 16 §10✅ 2026-05-11
- [x] `EventBusMonitorWindow`Editor Only运行时事件监控面板显示订阅者数量架构 02 §9
- [x] `EventChainEditorWindow``BaseGames/Tools/Event Chain Viewer`;左侧链列表/右侧条件+动作表格Play Mode 运行时着色绿/橙;`ChainCompletedCondition` 依赖链显示;执行日志最近 20 条;双击 PingObject架构 14 §13✅ 2026-05-11
- [x] `BossSkillSequenceWindow``BaseGames/Tools/Boss Skill Sequence Viewer``BossSkillSO`/`SkillSequenceSO` 甘特图时间轴Windup黄/Active红/Recovery灰/Vuln绿/Delay暗灰拖放加载架构 23 §12✅ 2026-05-11
- [x] `AchievementSOEditor``[CustomEditor(typeof(AchievementSO))]`;条件中文类型标签;内联展开 SO 字段Ping/Delete 按钮;架构 16 §2.4)✅ 2026-05-11
- [x] `BaseGames.Editor.asmdef` 补充 `BaseGames.EventChain` 引用 ✅ 2026-05-11
---
## 8. 模块依赖顺序
```
BaseGames.Core.Events
└─► BaseGames.CoreGameManager、SceneLoader、ObjectPool
└─► BaseGames.Core.SaveSaveManager
└─► BaseGames.InputInputReaderSO
└─► BaseGames.CameraCameraStateController
└─► BaseGames.CombatDamageInfo、HitBox、HurtBox
└─► BaseGames.PlayerPlayerController + FSM
└─► BaseGames.EnemiesEnemyBase + AI
└─► BaseGames.WorldWorldInteractables、RoomTransition
└─► BaseGames.ProgressionAbilityGate、Charms、Quest
└─► BaseGames.UI全量 Panel
└─► BaseGames.AudioAudioMixer + AudioEventSO
└─► BaseGames.Dialogue/Cutscene
```
**原则**:低层模块不引用高层。`Core.Events` 是唯一无依赖模块,所有其他模块均可安全引用。
---
## 9. 技术风险与缓解策略
| 风险 | 严重度 | 缓解方案 |
|------|--------|---------|
| Animancer + Behavior Designer 冲突(双方均用 Update 驱动) | 🔴 高 | Phase 1 最先验证;`AnimancerComponent.Playable.Speed` 控制暂停,不与 BD 冲突 |
| PathBerserker2d NavSurface 烘焙在移动平台上失效 | 🟠 中 | Phase 1 验证 `LocalNavSurface`;失效则退化到手动 NavLink |
| Addressables 场景 Additive Load 内存泄漏 | 🟠 中 | `AssetReleaseTracker``SceneUnloaded` 回调中强制 ReleasePhase 1 末验证 |
| AudioEventSO 未完整填充导致 SFX 静音 | 🟡 低 | Phase 1 先用 `AudioManager.PlaySFX(AudioClip)` 直接传 ClipPhase 2 完成 `AudioEventSO` 后统一替换引用 |
| SO 事件频道大量 `.asset` 资产管理混乱 | 🟡 低 | `Assets/Data/Events/` 严格按模块子文件夹分组;命名规范 `EVT_{Module}_{Event}` |
| 钢铁之魂模式存档不可降级误操作 | 🟡 低 | `SaveData.Meta.IsSteelSoul` 写入后 `DifficultyManager` 锁死选项UI 二次确认 |

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@@ -1,753 +0,0 @@
# Phase 0 · 项目基础设施
> **周期**1 周
> **前置条件**Unity 2022.3 LTS 项目已创建,以下 Package 已导入Cinemachine 3、New Input System、2D Pixel Perfect、Addressables、Newtonsoft Json、Kybernetik Animancer Pro、PathBerserker2d、Behavior Designer、FeelMore Mountains
> **产出物**:编译无错;能运行 Persistent 场景;能读写 JSON 存档asmdef 依赖方向验证通过
---
## 目录
1. [实施顺序总览](#1-实施顺序总览)
2. [Day 1文件夹与 asmdef 骨架](#2-day-1文件夹与-asmdef-骨架)
3. [Day 2SO 事件系统](#3-day-2so-事件系统)
4. [Day 3Core 模块](#4-day-3core-模块)
5. [Day 4Addressables 与对象池骨架](#5-day-4addressables-与对象池骨架)
6. [Day 5SaveData 骨架 + Persistent 场景验证](#6-day-5savedata-骨架--persistent-场景验证)
7. [完成标准检查清单](#7-完成标准检查清单)
---
## 1. 实施顺序总览
```
Day 1: 文件夹结构 → asmdef 文件 → 依赖验证
Day 2: BaseEventChannelSO 基类 → 所有具体频道类型 → Data/Events/ 资产
Day 3: GameState + GameManager 骨架 → SceneLoader → SettingsManager + GlobalSettingsSO
Day 4: AddressKeys → AssetLoader → GlobalObjectPool + PooledObject
Day 5: SaveData C# 结构 → SaveManager 骨架 → Persistent 场景组装 → 全链路验证
```
**关键原则**每步完成后确认编译无错再继续。asmdef 创建顺序遵循依赖图(无依赖的先创建)。
---
## 2. Day 1文件夹与 asmdef 骨架
### 2.1 创建文件夹结构
`01_ProjectStructure §1``Assets/` 下创建以下文件夹Unity 中不存在同名 .meta 则空文件夹不提交,用 `.gitkeep` 占位):
```
Assets/
├── Scripts/
│ ├── Core/
│ │ ├── Events/
│ │ └── Save/
│ ├── Input/
│ ├── Camera/
│ ├── Player/
│ │ └── States/
│ ├── Combat/
│ │ └── StatusEffects/
│ ├── Parry/
│ ├── Enemies/
│ │ ├── AI/
│ │ ├── Boss/
│ │ │ └── Patterns/
│ │ └── Navigation/
│ ├── Feedback/
│ ├── World/
│ │ ├── Map/
│ │ └── Shop/
│ ├── UI/
│ ├── Audio/
│ ├── Progression/
│ ├── Dialogue/
│ ├── Equipment/
│ ├── Cutscene/
│ ├── Animation/
│ ├── Spells/
│ ├── Localization/
│ ├── Tutorial/
│ ├── Platform/
│ └── Editor/
├── Data/
│ ├── Events/
│ │ ├── Core/
│ │ ├── Player/
│ │ ├── Combat/
│ │ ├── World/
│ │ └── UI/
│ ├── Player/
│ ├── Combat/
│ ├── Enemies/
│ ├── Progression/
│ ├── Audio/
│ ├── World/
│ ├── UI/
│ └── Settings/
├── Prefabs/
│ ├── Player/
│ ├── Enemies/
│ ├── World/
│ ├── UI/
│ ├── Combat/
│ ├── Effects/
│ └── Persistent/
└── Scenes/
```
### 2.2 创建 Assembly Definition 文件
**创建顺序(依赖图自底向上)**
| 顺序 | 文件路径 | Assembly 名 | 引用 |
|------|---------|-------------|------|
| 1 | `Scripts/Core/Events/BaseGames.Core.Events.asmdef` | `BaseGames.Core.Events` | 无 |
| 2 | `Scripts/Core/Save/BaseGames.Core.Save.asmdef` | `BaseGames.Core.Save` | Core.Events, Newtonsoft.Json |
| 3 | `Scripts/Core/BaseGames.Core.asmdef` | `BaseGames.Core` | Core.Events, Core.Save |
| 4 | `Scripts/Input/BaseGames.Input.asmdef` | `BaseGames.Input` | Core.Events, Unity.InputSystem |
| 5 | `Scripts/Camera/BaseGames.Camera.asmdef` | `BaseGames.Camera` | Core.Events, Cinemachine |
| 6 | `Scripts/Combat/BaseGames.Combat.asmdef` | `BaseGames.Combat` | Core.Events |
| 7 | `Scripts/Combat/StatusEffects/BaseGames.Combat.StatusEffects.asmdef` | `BaseGames.Combat.StatusEffects` | Combat |
| 8 | `Scripts/Parry/BaseGames.Parry.asmdef` | `BaseGames.Parry` | Combat |
| 9 | `Scripts/Feedback/BaseGames.Feedback.asmdef` | `BaseGames.Feedback` | Core.Events, Combat |
| 10 | `Scripts/Player/BaseGames.Player.asmdef` | `BaseGames.Player` | Core, Input, Combat, Parry, Feedback, Animancer |
| 11 | `Scripts/Player/States/BaseGames.Player.States.asmdef` | `BaseGames.Player.States` | Player |
| 12 | `Scripts/Enemies/BaseGames.Enemies.asmdef` | `BaseGames.Enemies` | Core, Combat, Feedback, Animancer |
| 13 | `Scripts/Enemies/AI/BaseGames.Enemies.AI.asmdef` | `BaseGames.Enemies.AI` | Enemies, BehaviorDesigner.Runtime |
| 14 | `Scripts/Enemies/Navigation/BaseGames.Enemies.Navigation.asmdef` | `BaseGames.Enemies.Navigation` | Enemies, PathBerserker2d |
| 15 | `Scripts/World/BaseGames.World.asmdef` | `BaseGames.World` | Core, Combat, Animancer |
| 16 | `Scripts/UI/BaseGames.UI.asmdef` | `BaseGames.UI` | Core.Events |
| 17 | `Scripts/Audio/BaseGames.Audio.asmdef` | `BaseGames.Audio` | Core.Events |
| 18 | `Scripts/Progression/BaseGames.Progression.asmdef` | `BaseGames.Progression` | Core, Player |
| 19 | `Scripts/Equipment/BaseGames.Equipment.asmdef` | `BaseGames.Equipment` | Core.Events, Player |
| 20 | `Scripts/Spells/BaseGames.Spells.asmdef` | `BaseGames.Spells` | Core.Events, Player, Combat |
| 21 | `Scripts/World/Map/BaseGames.World.Map.asmdef` | `BaseGames.World.Map` | World, Core.Save |
| 22 | `Scripts/World/Shop/BaseGames.World.Shop.asmdef` | `BaseGames.World.Shop` | World, Core.Events |
| 23 | `Scripts/Dialogue/BaseGames.Dialogue.asmdef` | `BaseGames.Dialogue` | Core.Events |
| 24 | `Scripts/Cutscene/BaseGames.Cutscene.asmdef` | `BaseGames.Cutscene` | Core.Events, Dialogue |
| 25 | `Scripts/Animation/BaseGames.Animation.asmdef` | `BaseGames.Animation` | Core.Events, Animancer |
| 26 | `Scripts/Enemies/Boss/Patterns/BaseGames.Enemies.Boss.Patterns.asmdef` | `BaseGames.Enemies.Boss.Patterns` | Enemies, Combat |
| 27 | `Scripts/Localization/BaseGames.Localization.asmdef` | `BaseGames.Localization` | Core.Events |
| 28 | `Scripts/Platform/BaseGames.Platform.asmdef` | `BaseGames.Platform` | Core.Events |
| 29 | `Scripts/Tutorial/BaseGames.Tutorial.asmdef` | `BaseGames.Tutorial` | Core.Events, World |
| 30 | `Scripts/Editor/BaseGames.Editor.asmdef` | `BaseGames.Editor` | 全部Editor Only`includePlatforms: ["Editor"]` |
### 2.3 放置占位脚本
每个 asmdef 目录放一个 `_Placeholder.cs`(仅 namespace 声明),确保 Unity 不报"asmdef 无脚本"警告:
```csharp
// _Placeholder.cs
namespace BaseGames.Core { } // 各目录对应 namespace
```
### 2.4 验证依赖方向
在 Unity Editor 打开 **Edit → Project Settings → Player → Other Settings** 确认无编译错误。
确认底层 asmdef 的引用列表里**没有**高层 asmdef 名称。
---
## 3. Day 2SO 事件系统
**参考文档**`02_EventSystem.md`
### 3.1 实现基类(`Assets/Scripts/Core/Events/`
按顺序创建以下文件:
```
BaseEventChannelSO.cs ← 泛型基类 + VoidBaseEventChannelSO
VoidEventChannelSO.cs ← [CreateAssetMenu]
BoolEventChannelSO.cs
IntEventChannelSO.cs
FloatEventChannelSO.cs
StringEventChannelSO.cs
Vector2EventChannelSO.cs
TransformEventChannelSO.cs
GameState.cs ← 枚举(顺便在此处定义)
GameStateEventChannelSO.cs
SceneLoadRequest.cs ← structsceneName + entryId + loadingScreen
SceneLoadRequestEventChannelSO.cs
DifficultyLevel.cs ← 枚举Easy/Normal/Hard/SteelSoul
DifficultyChangedEventChannel.cs ← Phase 2 难度系统用(按架构命名,非 DifficultyEventChannelSO
DamageInfoEventChannelSO.cs ← Combat 伤害事件EVT_DamageDealt
HitInfo.cs ← structDamageInfo + HitPoint Vector3
HitConfirmedEventChannelSO.cs ← VFX 命中事件EVT_HitConfirmed洛载类型 HitInfo
ShopPurchaseEvent.cs ← struct 架构 15_MapShopModule §2.3ShopPurchaseEvent { Item, Price };非旧版 ShopTransactionEvent
ShopPurchaseEventChannelSO.cs ← 商店购买事件EVT_ItemPurchased 架构 15 §2.3;非旧版 EVT_ShopTransactionCompleted
DialogueEventChannelSO.cs ← 对话请求事件EVT_DialogueStartRequest payload 为 DialogueDataSO SO 引用,非 struct无 DialogueRequest 类,架构 02 §3
LiquidEventChannelSO.cs ← 液体进出事件EVT_LiquidEntered / EVT_LiquidExited
AbilityType.cs ← `[Flags] uint` 枚举WallCling/WallJump/Dash/... ⚠️ 位于 Scripts/Player/(程序集 BaseGames.Player非 Scripts/Progression/(架构 09_ProgressionModule §1
AbilityTypeEventChannelSO.cs ← 能力解锁事件(仅内部保留;⚠️ EVT_AbilityUnlocked 实际使用 StringEventChannelSO架构 02 §4
// ── Quest 事件频道22_QuestChallengeModule §5──────────────────────────────
QuestState.cs ← 枚举Unavailable/Available/Active/Completed/Failed
QuestStateChangedEvent.cs ← struct { string QuestId; QuestState State; }
QuestStateChangedEventChannel.cs ← 任务状态变更(⚠️ 按架构命名,无 SO 后缀)
QuestObjectiveEventChannelSO.cs ← 任务目标进度payload: QuestObjectiveEvent{QuestId, ObjectiveId, Progress, Required},架构 02 §3
StatusEffectEventChannelSO.cs ← 状态效果施加/过期payload: StatusEffectType 枚举,架构 02 §3
// ── Boss 技能事件频道23_BossSkillModule §11─────────────────────────────
BossSkillEventChannelSO.cs ← Boss 技能开始/结束payload: (string bossId, string skillId)
BossPhaseEventChannelSO.cs ← Boss 阶段切换payload: (string bossId, int phase)
// ── 可访问性事件频道16_SupportingModules §AccessibilityManager──────────
ColorblindMode.cs ← 枚举None/Deuteranopia/Protanopia/Tritanopia
ColorblindModeEventChannelSO.cs ← 色觉模式切换事件EVT_ColorblindModeChanged
// ── 导航标记事件频道21_LiquidPuzzleModule §14─────────────────────────────
WorldMarkerEventChannelSO.cs ← 导航标记激活/失活EVT_WorldMarkerActivated / EVT_WorldMarkerDeactivated
```
### 3.2 在 `Assets/Data/Events/` 下预建全局 SO 资产
命名规范:`EVT_{EventName}.asset`(不含模块前缀中的下划线,与架构 `02_EventSystem` 一致)
**Core 事件**`Data/Events/Core/`
| 资产名 | 类型 |
|--------|------|
| `EVT_PlayerDied` | `VoidEventChannelSO` |
| `EVT_PlayerRespawned` | `VoidEventChannelSO` |
| `EVT_PauseRequested` | `VoidEventChannelSO` |
| `EVT_DeathScreenConfirmed` | `VoidEventChannelSO` |
| `EVT_GameStateChanged` | `GameStateEventChannelSO` |
| `EVT_SceneLoadRequest` | `SceneLoadRequestEventChannelSO` |
| `EVT_SceneLoaded` | `StringEventChannelSO` |
| `EVT_SavePointActivated` | `StringEventChannelSO` |
| `EVT_DifficultyChanged` | `DifficultyChangedEventChannel` |
**UI 事件**`Data/Events/UI/`
| 资产名 | 类型 |
|--------|------|
| `EVT_FadeIn` | `VoidEventChannelSO` |
| `EVT_FadeOut` | `VoidEventChannelSO` |
| `EVT_FastTravelOpen` | `VoidEventChannelSO` |
| `EVT_ShopOpened` | `StringEventChannelSO` |
| `EVT_ShopClosed` | `VoidEventChannelSO` |
| `EVT_MapOpen` | `VoidEventChannelSO` |
| `EVT_ShowPanel` | `StringEventChannelSO`panelId |
| `EVT_HidePanel` | `StringEventChannelSO`panelId |
**Player 事件**`Data/Events/Player/`
| 资产名 | 类型 |
|--------|------|
| `EVT_HPChanged` | `IntEventChannelSO` |
| `EVT_MaxHPChanged` | `IntEventChannelSO` |
| `EVT_SoulPowerChanged` | `IntEventChannelSO` |
| `EVT_SpiritPowerChanged` | `IntEventChannelSO` |
| `EVT_SpringChargesChanged` | `IntEventChannelSO` |
| `EVT_GeoChanged` | `IntEventChannelSO` |
| `EVT_PlayerFormChanged` | `IntEventChannelSO` |
| `EVT_AbilityUnlocked` | `StringEventChannelSO`abilityId 非 AbilityTypeEventChannelSO架构 02 §4 |
| `EVT_SkillSetChanged` | `VoidEventChannelSO`(发布: FormController订阅: SkillHUD |
| `EVT_ShieldHPChanged` | `IntEventChannelSO`(发布: ShieldComponent订阅: HUDController |
| `EVT_ShieldBroken` | `VoidEventChannelSO` |
| `EVT_ShieldRestored` | `VoidEventChannelSO` |
**Combat 事件**`Data/Events/Combat/`
| 资产名 | 类型 |
|--------|------|
| `EVT_EnemyDied` | `TransformEventChannelSO` |
| `EVT_DamageDealt` | `DamageInfoEventChannelSO` |
| `EVT_HitConfirmed` | `HitConfirmedEventChannelSO` |
| `EVT_ParrySuccess` | `VoidEventChannelSO` |
| `EVT_BossFightStarted` | `StringEventChannelSO`bossId 属战斗事件,架构 02 §4非 Core 事件) |
| `EVT_BossFightEnded` | `BoolEventChannelSO`(⚠️ 属战斗事件,架构 02 §4非 Core 事件) |
| `EVT_BossFightToggled` | `BoolEventChannelSO`true=开始false=结束) |
| `EVT_BossHPChanged` | `IntEventChannelSO` |
| `EVT_BossNameSet` | `StringEventChannelSO`bossName |
| `EVT_BossHPMaxSet` | `IntEventChannelSO` |
| `EVT_NailClash` | `VoidEventChannelSO` |
| `EVT_StatusEffectApplied` | `StatusEffectEventChannelSO` |
| `EVT_StatusEffectExpired` | `StatusEffectEventChannelSO` |
| `EVT_BossSkillStarted` | `BossSkillEventChannelSO` |
| `EVT_BossSkillEnded` | `BossSkillEventChannelSO` |
| `EVT_BossVulnerabilityWindowOpened` | `StringEventChannelSO` |
| `EVT_BossPhaseChanged` | `BossPhaseEventChannelSO` |
**World 事件**`Data/Events/World/`
| 资产名 | 类型 |
|--------|------|
| `EVT_CollectiblePickup` | `StringEventChannelSO` |
| `EVT_RoomEntered` | `StringEventChannelSO` |
| `EVT_RoomTransitionRequest` | `SceneLoadRequestEventChannelSO` |
| `EVT_MapUpdated` | `StringEventChannelSO` |
| `EVT_LiquidEntered` | `LiquidEventChannelSO` |
| `EVT_LiquidExited` | `LiquidEventChannelSO` |
| `EVT_DrownProgress` | `FloatEventChannelSO`01 进度) |
| `EVT_PlayerDrowned` | `VoidEventChannelSO` |
| `EVT_GeoRecovered` | `StringEventChannelSO` |
| `EVT_ShowInteractPrompt` | `StringEventChannelSO` |
| `EVT_HideInteractPrompt` | `VoidEventChannelSO` |
| `EVT_WorldMarkerActivated` | `WorldMarkerEventChannelSO` |
| `EVT_WorldMarkerDeactivated` | `WorldMarkerEventChannelSO` |
| `EVT_ItemPurchased` | `ShopPurchaseEventChannelSO` |
**Audio 事件**`Data/Events/Audio/`
| 资产名 | 类型 |
|--------|------|
| `EVT_PlayBGM` | `StringEventChannelSO` |
| `EVT_StopBGM` | `VoidEventChannelSO` |
| `EVT_PlaySFX` | `StringEventChannelSO` |
| `EVT_RegionEntered` | `StringEventChannelSO` |
**Dialogue 事件**`Data/Events/Dialogue/`
| 资产名 | 类型 |
|--------|------|
| `EVT_DialogueStartRequest` | `DialogueEventChannelSO` |
| `EVT_DialogueStarted` | `VoidEventChannelSO` |
| `EVT_DialogueEnded` | `VoidEventChannelSO` |
| `EVT_NpcDialogueCompleted` | `StringEventChannelSO` |
| `EVT_CutsceneStarted` | `VoidEventChannelSO` |
| `EVT_CutsceneEnded` | `VoidEventChannelSO` |
**Quest 事件**`Data/Events/Quest/`
| 资产名 | 类型 |
|--------|------|
| `EVT_QuestStarted` | `StringEventChannelSO`questId 架构命名,对应 QuestManager.StartQuest(),架构 02 §4 |
| `EVT_QuestCompleted` | `StringEventChannelSO`questId |
| `EVT_QuestFailed` | `StringEventChannelSO`questId |
| `EVT_ObjectiveUpdated` | `QuestObjectiveEventChannelSO`QuestObjectiveEvent |
| `EVT_QuestStateChanged` | `QuestStateChangedEventChannel` |
| `EVT_ChallengeCompleted` | `StringEventChannelSO` |
| `EVT_ChallengeFailed` | `StringEventChannelSO` |
**事件链 / EventChain 事件**`Data/Events/EventChain/`
| 资产名 | 类型 |
|--------|------|
| `EVT_ChainCompleted` | `StringEventChannelSO` |
| `EVT_DoorOpened` | `StringEventChannelSO` |
| `EVT_FlagChanged` | `StringEventChannelSO` |
**Save 事件**`Data/Events/Save/`
| 资产名 | 类型 |
|--------|------|
| `EVT_SaveIndicatorVisible` | `BoolEventChannelSO` |
**Accessibility 事件**`Data/Events/Accessibility/`
| 资产名 | 类型 |
|--------|------|
| `EVT_AchievementUnlocked` | `StringEventChannelSO` |
| `EVT_SoftlockDetected` | `VoidEventChannelSO` |
| `EVT_ColorblindModeChanged` | `ColorblindModeEventChannelSO` |
| `EVT_SubtitlesToggled` | `BoolEventChannelSO` |
| `EVT_HighContrastToggled` | `BoolEventChannelSO` |
> **说明**DamageInfoEventChannelSO、HitConfirmedEventChannelSO 等具体 channel 类型的脚本在 Day 2 §3.1 中一并创建;对应 SO 资产在创建完类型后立即在 Inspector 中创建。所有事件频道资产后续在各模块实现时如需补充,按此规范追加。
### 3.3 验证
在 Editor 中创建一个临时 `TestEventChannel.cs`,订阅 `EVT_PlayerDied.OnEventRaised` 并打印日志,在 Inspector 点击"Raise"按钮(需在 `BaseEventChannelSO` Editor 脚本里添加测试按钮)确认事件触发。
---
## 4. Day 3Core 模块
**参考文档**`03_CoreModule.md`
### 4.1 实现文件列表(`Assets/Scripts/Core/`
```
GameStateId.cs ← struct替代旧 enum GameState可扩展的状态 ID
IGameState.cs ← 状态接口OnEnter / OnExit / Tick
GameStateMachine.cs ← 驱动所有 IGameState 切换的状态机
GameStates.cs ← 静态工厂:提供 8 个内置状态实例MainMenu/Gameplay/Paused/BossFight/Cutscene/Loading/Dead/GameOver
IGameStateFactory.cs ← DLC/扩展工厂接口(注册自定义状态)
GameManager.cs ← 字段 + 接口签名Awake/Start 骨架;内嵌 GameStateMachine
GameStateEventChannelSO.cs ← payload 改为 GameStateId 非旧枚举)
SceneLoader.cs ← LoadAsync 骨架(监听 EVT_SceneLoadRequest
SettingsManager.cs ← Load/Save 设置
GlobalSettingsSO.cs ← SO 数据类
// ── 服务层骨架03_CoreModule §11-13───────────────────────────────────────
ServiceLocator.cs ← 静态类Register/Get/GetOrDefault/OverrideForTest/Reset
GameServiceRegistrar.cs ← MonoBehaviourExecutionOrder -2000DontDestroyOnLoad
IAudioService.cs ← 音频服务接口
ISaveService.cs ← 存档服务接口
ISceneService.cs ← 场景加载服务接口UniTask-based
IDeathRespawnService.cs ← 死亡/重生服务接口UniTask-based
IEventChannelRegistry.cs ← SO 事件频道查找接口
NullAudioService.cs ← IAudioService 的空实现(测试兜底)
DeathRespawnService.cs ← IDeathRespawnService 骨架Phase 1 实现完整逻辑)
SceneService.cs ← ISceneService 骨架(封装 SceneLoaderPhase 1 完整实现)
```
> **⚠️ 架构升级**`GameState` 枚举已全面替换为 `GameStateId` struct + `IGameState` 接口体系(架构 03_CoreModule §2
> 旧写法 `TransitionTo(GameState.Gameplay)` 改为 `TransitionTo(GameStates.Gameplay)`
> 订阅方将收到 `GameStateId` 而非枚举值。
### 4.2 GameManager 实现优先级
Day 3 只实现**骨架部分**,不实现完整死亡/复活流程Phase 1 完成):
```csharp
// Day 3 实现范围
// GameStateId 是 struct不是 enum通过 GameStates 静态类获取内置实例
// IGameState 接口void OnEnter(); void OnExit(); void Tick(float dt);
// GameStateMachine 包含 TransitionTo(IGameState next)GameManager 内嵌实例
void Awake()
{
// 1. 单例检查DontDestroyOnLoad 由 Persistent 场景保证)
// 2. 订阅事件频道6个监听
// 3. _stateMachine.TransitionTo(GameStates.MainMenu) — 占位
Debug.Log($"[GameManager] Awake v{Application.version}");
}
// 占位实现(不报错即可)
public void TransitionTo(IGameState newState) { _stateMachine.TransitionTo(newState); }
public void Pause() { TransitionTo(GameStates.Paused); }
public void Resume() { TransitionTo(GameStates.Gameplay); }
```
### 4.3 SceneLoader 实现
```csharp
// Day 3 实现范围
// 订阅 EVT_SceneLoadRequest执行 Addressables.LoadSceneAsync
// 加载完成后发布 EVT_SceneLoaded
// _currentRoomScene 记录当前场景名,用于 Unload
```
### 4.4 GlobalSettingsSO
```csharp
// ⚠️ 字段名、menuName、结构均必须与架构 03_CoreModule §7 一致
[CreateAssetMenu(menuName = "Settings/GlobalSettings")]
public class GlobalSettingsSO : ScriptableObject
{
[Header("Audio")]
public float DefaultMasterVolume = 1f;
public float DefaultBGMVolume = 0.8f;
public float DefaultSFXVolume = 1f;
public float DefaultAmbientVolume = 0.8f; // ⚠️ 与 AudioMixerKeys.Ambient 对应
[Header("Display")]
public int DefaultTargetFPS = 60;
public bool DefaultVSync = false;
[Header("Language")]
public string DefaultLocaleCode = "zh-CN";
[Header("Accessibility")]
public bool DefaultHighContrast = false;
public bool DefaultScreenShake = true;
}
[System.Serializable]
public class GlobalSettingsData
{
public float MasterVolume;
public float BGMVolume;
public float SFXVolume;
public float AmbientVolume; // ⚠️ 与 AudioMixerKeys.Ambient 对应
public int TargetFPS;
public bool VSync;
public string LocaleCode;
public bool HighContrast;
public bool ScreenShake;
}
```
`SettingsManager.Awake()``PlayerPrefs` 恢复设置到 `GlobalSettingsData``Apply()` 方法将数据应用到 Unity `QualitySettings`/`Screen`/`PlayerPrefs`
---
## 5. Day 4Addressables 与对象池骨架
**参考文档**`13_AssetPoolModule.md`
### 5.1 AddressKeys
```csharp
// Assets/Scripts/Core/Assets/AddressKeys.cs
// ⚠️ 命名规则camelCase无下划线分隔字符串值保持原样架构 13_AssetPoolModule §1 patch
public static class AddressKeys
{
// Scenes
public const string ScenePersistent = "Scene_Persistent"; // ⚠️ 值为 "Scene_Persistent"(非 "Persistent"
public const string SceneMainMenu = "Scene_MainMenu";
public const string SceneTestRoom = "Scene_TestRoom"; // Phase 1 测试房间
// Player
public const string PrefabPlayer = "PLY_Player"; // ⚠️ camelCase非 Prefab_Player
// 其余常量在各 Phase 按需追加(统一 camelCase 命名规则)
}
```
### 5.2 AssetLoader
```csharp
// Assets/Scripts/Core/Assets/AssetLoader.cs
// ⚠️ 架构使用标准 Task非 UniTask见 13_AssetPoolModule §5
public static class AssetLoader
{
// 异步加载单个资产(带缓存)
public static async Task<T> LoadAsync<T>(string addressKey) where T : UnityEngine.Object;
// 释放(减引用计数)
public static void Release(string addressKey);
// 释放全部缓存
public static void ReleaseAll();
}
```
### 5.3 GlobalObjectPool
```csharp
// Assets/Scripts/Core/Pool/GlobalObjectPool.cs
// ⚠️ 最终 API 见 13_AssetPoolModule §3Phase 0 仅建骨架,不实现全量
[DefaultExecutionOrder(-800)]
public class GlobalObjectPool : MonoBehaviour
{
// 预热:按 _warmupConfigs 配置批量实例化所有条目(无参数,以 Task 返回)
public async Task WarmupAsync();
// 获取对象(正式操作: Spawn
public T Spawn<T>(string addressKey, Vector3 position, Quaternion rotation) where T : Component;
// 归还对象(正式操作: Despawn
public void Despawn(string addressKey, GameObject instance);
}
```
### 5.3.1 WarmupManifestSOPhase 1 优化,架构 13 §12
> Phase 0 仅建骨架Phase 1 Vertical Slice 阶段完善 `SceneService.LoadSceneAsync()` 时一并实现。
```csharp
// Assets/Scripts/Core/Pool/WarmupManifestSO.cs
[CreateAssetMenu(menuName = "Core/Pool/Warmup Manifest")]
public class WarmupManifestSO : ScriptableObject
{
[Serializable]
public struct WarmupEntry
{
public string AddressKey; // AddressKeys 常量
public int InitialCount; // 预热实例数
public WarmupCategory Category;
}
public enum WarmupCategory { Enemy = 0, Projectile = 1, VFX = 2, UI = 3, Other = 99 }
public WarmupEntry[] Entries;
[Range(1, 20)] public int InstancesPerFrame = 5; // 每帧最多实例化数量(防卡顿)
}
// GlobalObjectPool 新增方法Phase 1 补充):
// public async UniTask WarmupFromManifestAsync(WarmupManifestSO manifest, CancellationToken ct)
// → 分帧预热:每帧最多实例化 manifest.InstancesPerFrame 个await UniTask.Yield() 让出帧
// SceneService.LoadSceneAsync() 调用:
// await GlobalObjectPool.Instance.WarmupFromManifestAsync(_warmupManifest, ct);
// 资产路径Assets/Data/Pool/Warmup/Global_Warmup.asset、{SceneName}_Warmup.asset 等
```
### 5.4 PooledObject
```csharp
// Assets/Scripts/Core/Pool/PooledObject.cs
// ⚠️ 完整实现(对齐架构 13_AssetPoolModule §4Phase 0 先创建此完整版本,后续直接使用
public class PooledObject : MonoBehaviour
{
public string AddressKey { get; private set; } // ⚠️ 属性而非公共字段(架构 13 §4
private GlobalObjectPool _pool;
// 由 GlobalObjectPool.SpawnInternal 调用,注入 key 和 pool 引用
public void Setup(string key, GlobalObjectPool pool)
{
AddressKey = key;
_pool = pool;
}
// 子类可覆盖(从池中取出时调用)
public virtual void OnSpawn() { }
// 子类可覆盖(归还到池时调用)
public virtual void OnDespawn(){ }
// 便利方法:自归还
public void ReturnToPool() => _pool?.Despawn(AddressKey, gameObject);
// 延迟归还(定时销毁型 VFX / 弹射物常用)
public void ReturnToPoolDelayed(float delay) => StartCoroutine(DelayedReturn(delay));
private IEnumerator DelayedReturn(float delay)
{
yield return new WaitForSeconds(delay);
ReturnToPool();
}
}
```
### 5.5 AssetReleaseTracker
```csharp
// Assets/Scripts/Core/Assets/AssetReleaseTracker.cs
// ⚠️ 完整实现对齐架构 13_AssetPoolModule §8事件驱动订阅 SceneLoadRequestEventChannelSO
// ⚠️ 不使用 RegisterForScene/ReleaseScene 显式注册 APISceneLoader 不主动调用本类)
public class AssetReleaseTracker : MonoBehaviour
{
[Header("Event Channels")]
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
private string _lastLoadedScene;
private void OnEnable()
=> _onSceneLoadRequest.OnEventRaised += OnSceneLoadRequested;
private void OnDisable()
=> _onSceneLoadRequest.OnEventRaised -= OnSceneLoadRequested;
private void OnSceneLoadRequested(SceneLoadRequest req)
{
if (!string.IsNullOrEmpty(_lastLoadedScene))
{
// 清除旧场景的对象池(⚠️ GlobalObjectPool.ClearPool 方法存在,架构 13_AssetPoolModule §3
GlobalObjectPool.Instance.ClearPool(AddressKeys.PrefabEnemyGrunt);
// ... 其他场景对象(按需追加)
}
_lastLoadedScene = req.SceneName;
}
}
```
### 5.6 Editor 验证工具
`Assets/Scripts/Editor/AddressKeysValidator.cs` 创建菜单项 `Tools/Validate AddressKeys`
- 反射读取 `AddressKeys` 所有 `const string`
- 对照 `Addressables.ResourceLocators` 验证每个 key 是否存在
- 不匹配的 key 输出 Warning
---
## 6. Day 5SaveData 骨架 + Persistent 场景验证
**参考文档**`12_SaveModule.md §1-4`
### 6.1 SaveData C# 数据结构
创建 `Assets/Scripts/Core/Save/` 下所有数据类(完整结构):
```
SaveData.cs ← 顶层 + JsonExtensionData
SaveMeta.cs ← 版本号、难度、游戏时间
PlayerSaveData.cs ← HP、位置、灵力、形态等
EquipmentSaveData.cs ← 护符相关(⚠️ 工具槽数据在独立的 ToolsSaveData见架构 12_SaveModule §2
WorldSaveData.cs ← 房间状态、已破坏地形、已触发机关
MapSaveData.cs ← 已探索房间列表
QuestSaveData.cs ← 任务进度
AchievementSaveData.cs
ToolsSaveData.cs
StatsSaveData.cs
DeathShadeSaveData.cs
ChallengeRoomsSaveData.cs ← 挑战房间进度(架构 12_SaveModule §1
EventChainsSaveData.cs ← 事件链状态(架构 12_SaveModule §1
ShopsSaveData.cs ← 商店已购记录(架构 12_SaveModule §1
NGPlusSaveData.cs ← New Game+ 数据(架构 12_SaveModule §1
```
⚠️ `SaveData` 类**不含** `Tutorial` 字段(架构 12 §1 无 `TutorialSaveData`),教程进度应通过 `PlayerPrefs` 或独立 JSON 文件持久化,不经过存档系统。
### 6.2 ISaveStorage + LocalFileStorage
```csharp
// Assets/Scripts/Core/Save/ISaveStorage.cs
// ⚠️ 接口方法操作原始 JSON 字符串(架构 12_SaveModule §2序列化/校验由 SaveManager 负责
// ⚠️ 返回类型为标准 Task非 UniTask
public interface ISaveStorage
{
Task WriteAsync(int slotIndex, string json);
Task<string> ReadAsync(int slotIndex);
Task DeleteAsync(int slotIndex);
bool Exists(int slotIndex);
IEnumerable<int> GetExistingSlots();
}
// Assets/Scripts/Core/Save/LocalFileStorage.cs
// ⚠️ 类名无 Save 前缀(架构 12_SaveModule §2
// 存档路径: Application.persistentDataPath/saves/save_{slot}.json
public class LocalFileStorage : ISaveStorage { }
```
### 6.3 SaveManager 骨架
```csharp
// Assets/Scripts/Core/Save/SaveManager.cs
// ⚠️ 返回类型为标准 Task非 UniTask见架构 12_SaveModule §4
[DefaultExecutionOrder(-900)]
public class SaveManager : MonoBehaviour
{
// 存档当前状态(由 EVT_SavePointActivated 触发)
public async Task SaveAsync(int slot = -1); // 遍历 _saveables → 序列化 → WriteAsync
// 读取并恢复存档(返回 false 表示槽位不存在或校验失败)
public async Task<bool> LoadAsync(int slot); // ReadAsync → 反序列化 → 遍历 _saveables
public bool SlotExists(int slot);
public IEnumerable<int> GetExistingSlots();
public void Register(ISaveable saveable);
public void Unregister(ISaveable saveable);
}
```
### 6.4 组装 Persistent 场景
`Persistent.unity` 创建以下 GameObject 层级(组件留空或骨架绑定):
```
[Managers]
├── GameManager ← GameManager.csInspector 绑定所有 EVT_ SO 资产
├── SceneLoader ← SceneLoader.cs
├── GlobalObjectPool ← GlobalObjectPool.cs
├── SaveManager ← SaveManager.cs
└── SettingsManager ← SettingsManager.cs + GlobalSettingsSO 资产引用
```
### 6.5 全链路验证
创建 `Scenes/TestRoom_Phase0.unity`(空房间,一个平台的 Tilemap并完成以下验证
| 验证项 | 方法 |
|--------|------|
| Persistent 场景加载 + GameManager Awake 打印版本号 | Play `Persistent.unity`Console 看 Log |
| `SaveAsync(0)` 写入 JSON 存档文件Phase 0 新游戏可手动构造初始 SaveData 后调用) | 菜单调用,检查 `persistentDataPath/saves/save_0.json` |
| `LoadAsync(0)` 读取并填充 `CurrentSave` | Debug.Log 打印 `CurrentSave.Meta.PlayTime` |
| `EVT_PlayerDied` Raise → `GameManager` 收到并打印 | Inspector "Raise" 按钮 |
| `AddressKeys.SceneTestRoom` 能被 `SceneLoader` 加载 | 调用 `GameManager.LoadRoom` |
---
## 7. 完成标准检查清单
```
✅ Unity 编译无错Console 无 Error脚本层全部创建完毕2026-05-07
✅ 所有 asmdef 依赖方向正确(低层不引用高层)
✅ SO 事件系统Raise 能触发订阅者OnDisable 能正确取消订阅
□ GlobalSettingsSO 序列化/反序列化无 JSON 报错(待 Unity Editor 运行验证)
□ SaveManager.SaveAsync(0) → 磁盘生成 save_0.json待 Unity Editor 运行验证)
□ SaveManager.LoadAsync → CurrentSave 非 null数据匹配待 Unity Editor 运行验证)
□ SceneLoader 能 Additive 加载/卸载 TestRoom 场景(待 TestRoom 场景创建后验证)
□ GlobalObjectPool.Spawn<PooledObject> 能返回实例Despawn 能归还(待 Unity Editor 运行验证)
□ AddressKeysValidator 无 Warning当前定义的 key 均已在 Addressables 分组中)
□ Persistent 场景 GameManager.Awake 打印版本号(待 Persistent 场景组装后验证)
```
> **Phase 0 代码层完成于 2026-05-07。** 运行时验证项待 Phase 1 场景组装完成后一并执行。
**Phase 0 完成后进入 Phase 1。**

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