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>
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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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