refactor(editor): reorganize Editor directory and unify menu hierarchy
File directory changes (mirror Scripts/ module structure): - AbilityTypeDrawer.cs → Equipment/ - CharacterWizardWindow.cs → Character/ - FormEditorWindow.cs → Player/ - GMToolWindow.cs → Tools/ - SOManagerWindow.cs → Tools/ - Map/MapRoomDataEditor.cs → World/Map/ - Navigation/ (root) → Enemies/Navigation/ - Achievements/ → Progression/ Menu hierarchy changes (BaseGames/ top-level): - Data/: +Character Wizard (from Tools/), +Boss Skill Sequence (from Tools/) - Addressables/: +Addressable Batch Tool, +Asset Reference Graph, +Validate Address Keys (from Tools/Verification/) - Scene/Setup/: +Boot Flow Wizard, +Scaffold *, +Auto-Open Persistent (from Tools/) - Scene/: +Camera Area Setup (from Camera/), +Bake All NavSurfaces (from Tools/) - Events/: +Event Bus Monitor, +Event Chain Viewer, +Create/Reimport Event Channels (from Tools/) - Tools/Validation/: +Validate All SOs, +Apply/Validate Script Order (from Tools/ flat) - Tools/Maintenance/: +Missing Scripts/*, +Physics2D Layer Matrix/* (from Tools/ flat) Result: BaseGames/Tools/ reduced from 16 flat items to 4 items + 2 submenus Docs: update AssetFolderSpec §12 editor tool table with new menu paths Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -34,7 +34,7 @@ namespace BaseGames.Editor
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private static readonly Color ColMissing = new Color(0.95f, 0.55f, 0.10f, 0.80f); // 无效 Key(不在 Addressables)
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private static readonly Color ColOk = new Color(0.20f, 0.75f, 0.30f, 0.80f); // 正常
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[MenuItem("BaseGames/Tools/Asset Reference Graph")]
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[MenuItem("BaseGames/Addressables/Asset Reference Graph")]
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public static void OpenWindow()
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{
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var win = GetWindow<AddressReferenceGraphWindow>("Asset Reference Graph");
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@@ -25,7 +25,7 @@ namespace BaseGames.Editor
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{
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// ── 常量 ─────────────────────────────────────────────────────────────
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private const string Title = "Addressable 批量工具";
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private const string MenuPath = "BaseGames/Tools/Addressable Batch Tool";
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private const string MenuPath = "BaseGames/Addressables/Addressable Batch Tool";
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private const string PrefsKey = "AddressableBatch.";
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// ── 状态 ─────────────────────────────────────────────────────────────
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@@ -77,7 +77,7 @@ namespace BaseGames.Editor
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// ─────────────────────────────────────────────────────────────────────
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[MenuItem(MenuPath, priority = 200)]
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[MenuItem("BaseGames/Verification/Open Addressable Batch Tool", priority = 250)]
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[MenuItem("BaseGames/Addressables/Open Addressable Batch Tool", priority = 250)]
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public static void OpenWindow()
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{
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var win = GetWindow<AddressableBatchTool>(Title);
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0547dd5099c322248a3a2652f4b01cc9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 195ffa39c13090d4e94d81ab10b6c721
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -42,7 +42,7 @@ namespace BaseGames.Editor
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private readonly Dictionary<int, SerializedObject> _soCache = new Dictionary<int, SerializedObject>();
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// ══ 菜单入口 ══════════════════════════════════════════════════════════
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[MenuItem("BaseGames/Camera/Camera Area Setup", priority = 100)]
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[MenuItem("BaseGames/Scene/Camera Area Setup", priority = 100)]
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public static void ShowWindow()
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{
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var win = GetWindow<CameraAreaSetupTool>("Camera Area Setup");
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 07ed02361aa3739468cbd36457aecda6
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guid: c58b8b4e1f9da6a42ac3d362d4bf4014
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@@ -38,7 +38,7 @@ namespace BaseGames.Editor
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private static StyleSheet Uss =>
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_uss != null ? _uss : (_uss = AssetDatabase.LoadAssetAtPath<StyleSheet>(UssPath));
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[MenuItem("BaseGames/Tools/Character Wizard", priority = 1)]
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[MenuItem("BaseGames/Data/Character Wizard", priority = 1)]
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public static void Open()
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{
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var wnd = GetWindow<CharacterWizardWindow>();
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@@ -39,7 +39,7 @@ namespace BaseGames.Editor
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private static readonly Color ColDelay = new Color(0.25f, 0.25f, 0.30f, 0.50f);
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private static readonly Color ColWarn = new Color(0.95f, 0.10f, 0.10f, 0.85f);
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[MenuItem("BaseGames/Tools/Boss Skill Sequence Viewer")]
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[MenuItem("BaseGames/Data/Boss Skill Sequence", priority = 110)]
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public static void OpenWindow()
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{
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var win = GetWindow<BossSkillSequenceWindow>("Boss Skill Sequence");
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 763f62796f2f4ed43a21dfe3befb70a1
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guid: f8e429c47dfa7fe4da6d9687c02398ea
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@@ -18,7 +18,7 @@ namespace BaseGames.Editor
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private static readonly PropertyInfo s_bakeJobProp =
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typeof(NavSurface).GetProperty("BakeJob", BindingFlags.NonPublic | BindingFlags.Instance);
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[MenuItem("BaseGames/Tools/Bake All NavSurfaces %#b", priority = 100)]
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[MenuItem("BaseGames/Scene/Bake All NavSurfaces %#b", priority = 100)]
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public static void BakeAll()
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{
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var surfaces = Object.FindObjectsByType<NavSurface>(FindObjectsSortMode.None);
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@@ -42,7 +42,7 @@ namespace BaseGames.Editor
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Debug.Log($"[NavSurfaceBake] 开始烘焙 {count} 个 NavSurface……");
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}
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[MenuItem("BaseGames/Tools/Bake All NavSurfaces %#b", validate = true)]
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[MenuItem("BaseGames/Scene/Bake All NavSurfaces %#b", validate = true)]
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private static bool BakeAllValidate()
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{
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// 仅在非 Play Mode 时可用(NavSurface.Bake 仅支持编辑器模式)
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@@ -35,7 +35,7 @@ namespace BaseGames.Editor
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private static readonly Color ColActive = new Color(0.95f, 0.60f, 0.10f, 0.80f);
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private static readonly Color ColPending = new Color(0.70f, 0.70f, 0.75f, 0.80f);
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[MenuItem("BaseGames/Tools/Event Chain Viewer")]
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[MenuItem("BaseGames/Events/Event Chain Viewer")]
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public static void OpenWindow()
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{
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var win = GetWindow<EventChainEditorWindow>("Event Chain Viewer");
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@@ -18,7 +18,7 @@ namespace BaseGames.Editor
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{
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private const string RootPath = "Assets/_Game/Data/Events";
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[MenuItem("BaseGames/Tools/Create Event Channel Assets")]
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[MenuItem("BaseGames/Events/Create Event Channels")]
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public static void CreateAll()
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{
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// ── Core 原始类型频道 ──────────────────────────────────────────────
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@@ -115,7 +115,7 @@ namespace BaseGames.Editor
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Debug.Log("[CreateEventChannelAssets] 所有事件频道资产生成完毕。");
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}
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[MenuItem("BaseGames/Tools/Reimport Event Channel Assets")]
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[MenuItem("BaseGames/Events/Reimport Event Channels")]
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public static void ReimportAllEventAssets()
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{
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if (!AssetDatabase.IsValidFolder(RootPath))
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@@ -13,7 +13,7 @@ namespace BaseGames.Editor
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private bool _autoScroll = true;
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private Vector2 _scroll;
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[MenuItem("BaseGames/Tools/Event Bus Monitor %#e")]
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[MenuItem("BaseGames/Events/Event Bus Monitor %#e")]
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public static void OpenWindow()
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{
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EventBusMonitorWindow window = GetWindow<EventBusMonitorWindow>("Event Bus Monitor");
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8
Assets/_Game/Scripts/Editor/Player.meta
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8
Assets/_Game/Scripts/Editor/Player.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 89f2177f5a1c33044a6c38a2633f0ade
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/_Game/Scripts/Editor/Progression.meta
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8
Assets/_Game/Scripts/Editor/Progression.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 172d69bd8cc35c34197a1974bd9cc9c3
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -51,7 +51,7 @@ namespace BaseGames.Editor
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// ── 菜单入口 ──────────────────────────────────────────────────────────
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[MenuItem("BaseGames/Tools/Boot Flow Wizard", priority = 10)]
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[MenuItem("BaseGames/Scene/Setup/Boot Flow Wizard", priority = 10)]
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public static void Open()
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{
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var wnd = GetWindow<BootFlowSetupWizard>();
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@@ -15,13 +15,13 @@ namespace BaseGames.Editor
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/// 运行时(Play Mode / 发行版 Build)的保证由 GameBootstrap(Runtime 程序集)负责,
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/// 本脚本与 Play Mode 状态无关,不监听 playModeStateChanged。
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///
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/// 菜单:BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene
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/// 菜单:BaseGames/Scene/Setup/Auto-Open Persistent Scene
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/// </summary>
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[InitializeOnLoad]
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public static class PersistentSceneAutoLoader
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{
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// ── 常量 ─────────────────────────────────────────────────────────────
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private const string MenuPath = "BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene";
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private const string MenuPath = "BaseGames/Scene/Setup/Auto-Open Persistent Scene";
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private const string PrefKey = "BaseGames_EditAutoOpen_Persistent";
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private const string PersistentSceneName = "Scene_Persistent";
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@@ -26,7 +26,7 @@ namespace BaseGames.Editor
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public static class SceneScaffoldTools
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{
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[MenuItem("BaseGames/Tools/Scaffold Persistent Scene")]
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[MenuItem("BaseGames/Scene/Setup/Scaffold Persistent Scene")]
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public static void ScaffoldPersistentScene()
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{
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var report = new List<string>();
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@@ -235,7 +235,7 @@ namespace BaseGames.Editor
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/// [MainMenu] → [Canvas_MainMenu] → 主按钮组 / SaveSlotPanel / SettingsPanel / CreditsPanel
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/// 自动绑定所有已存在的相关事件频道 SO 资产。
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/// </summary>
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[MenuItem("BaseGames/Tools/Scaffold Main Menu Scene", priority = 202)]
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[MenuItem("BaseGames/Scene/Setup/Scaffold Main Menu Scene", priority = 202)]
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public static void ScaffoldMainMenuScene()
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{
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var report = new List<string>();
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@@ -305,7 +305,7 @@ namespace BaseGames.Editor
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/// [RoomRoot] → [Camera] / [SpawnPoints] / [Environment] / [Transitions]
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/// 可配合 SceneObjectPlacerTool 在层级内快速追加更多对象。
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/// </summary>
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[MenuItem("BaseGames/Tools/Scaffold Game Room", priority = 201)]
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[MenuItem("BaseGames/Scene/Setup/Scaffold Game Room", priority = 201)]
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public static void ScaffoldGameRoom()
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{
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var report = new List<string>();
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@@ -15,7 +15,7 @@ namespace BaseGames.Editor
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// 场景
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// ──────────────────────────────────────────────
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[MenuItem("BaseGames/Tools/Missing Scripts/Clear In Scene")]
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[MenuItem("BaseGames/Tools/Maintenance/Missing Scripts/Clear In Scene")]
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public static void ClearMissingScriptsInScene()
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{
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int totalRemoved = 0;
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@@ -39,7 +39,7 @@ namespace BaseGames.Editor
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Debug.Log($"[MissingScriptCleaner] 场景完成。共移除 {totalRemoved} 个丢失脚本,影响 {affected.Count} 个 GameObject。");
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}
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[MenuItem("BaseGames/Tools/Missing Scripts/Find In Scene")]
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[MenuItem("BaseGames/Tools/Maintenance/Missing Scripts/Find In Scene")]
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public static void FindMissingScriptsInScene()
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{
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int totalFound = 0;
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@@ -67,7 +67,7 @@ namespace BaseGames.Editor
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// Prefab 资产
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// ──────────────────────────────────────────────
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[MenuItem("BaseGames/Tools/Missing Scripts/Clear In All Prefabs")]
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[MenuItem("BaseGames/Tools/Maintenance/Missing Scripts/Clear In All Prefabs")]
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public static void ClearMissingScriptsInPrefabs()
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{
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int totalRemoved = 0;
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@@ -107,7 +107,7 @@ namespace BaseGames.Editor
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Debug.Log($"[MissingScriptCleaner] Prefab 完成。共移除 {totalRemoved} 个丢失脚本,影响 {affectedPrefabs} 个 Prefab。");
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}
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[MenuItem("BaseGames/Tools/Missing Scripts/Find In All Prefabs")]
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[MenuItem("BaseGames/Tools/Maintenance/Missing Scripts/Find In All Prefabs")]
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public static void FindMissingScriptsInPrefabs()
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{
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int totalFound = 0;
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@@ -54,14 +54,14 @@ namespace BaseGames.Editor
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};
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// ─────────────────────────────────────────────────────────────────────
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[MenuItem("BaseGames/Tools/Physics2D Layer Matrix/Check", priority = 210)]
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[MenuItem("BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Check", priority = 210)]
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public static void CheckAndPrintReport()
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{
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var results = Check();
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PrintToConsole(results);
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}
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[MenuItem("BaseGames/Tools/Physics2D Layer Matrix/Auto Fix", priority = 211)]
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[MenuItem("BaseGames/Tools/Maintenance/Physics2D Layer Matrix/Auto Fix", priority = 211)]
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public static void FixAndReport()
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{
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var results = Check();
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@@ -31,7 +31,7 @@ namespace BaseGames.Editor
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+ string.Join("\n", errors));
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}
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[MenuItem("BaseGames/Tools/Validate All ScriptableObjects")]
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[MenuItem("BaseGames/Tools/Validation/Validate All ScriptableObjects")]
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public static void ValidateMenu()
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{
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var (errors, warnings) = RunAll();
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@@ -32,7 +32,7 @@ namespace BaseGames.Editor
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new OrderRule("PlayerController", -100),
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};
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[MenuItem("BaseGames/Tools/Apply Script Execution Order Preset")]
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[MenuItem("BaseGames/Tools/Validation/Apply Script Execution Order Preset")]
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public static void ApplyPreset()
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{
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int updated = 0;
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@@ -69,7 +69,7 @@ namespace BaseGames.Editor
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Debug.Log($"[ScriptExecutionOrderTools] 执行顺序预设应用完成。更新数量: {updated}。");
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}
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[MenuItem("BaseGames/Tools/Validate Script Execution Order Preset")]
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[MenuItem("BaseGames/Tools/Validation/Validate Script Execution Order Preset")]
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public static void ValidatePreset()
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{
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var mismatches = new List<string>();
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 08a52815a08c8c3428ccb6a530171ddd
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guid: a1f0dd89654be0841be1adfcea426a67
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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Reference in New Issue
Block a user