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:
2026-05-20 11:52:17 +08:00
parent 442d4c9cfc
commit 82ce9ff09a
38 changed files with 115 additions and 61 deletions

View File

@@ -18,7 +18,7 @@ namespace BaseGames.Editor
{
private const string RootPath = "Assets/_Game/Data/Events";
[MenuItem("BaseGames/Tools/Create Event Channel Assets")]
[MenuItem("BaseGames/Events/Create Event Channels")]
public static void CreateAll()
{
// ── Core 原始类型频道 ──────────────────────────────────────────────
@@ -115,7 +115,7 @@ namespace BaseGames.Editor
Debug.Log("[CreateEventChannelAssets] 所有事件频道资产生成完毕。");
}
[MenuItem("BaseGames/Tools/Reimport Event Channel Assets")]
[MenuItem("BaseGames/Events/Reimport Event Channels")]
public static void ReimportAllEventAssets()
{
if (!AssetDatabase.IsValidFolder(RootPath))

View File

@@ -13,7 +13,7 @@ namespace BaseGames.Editor
private bool _autoScroll = true;
private Vector2 _scroll;
[MenuItem("BaseGames/Tools/Event Bus Monitor %#e")]
[MenuItem("BaseGames/Events/Event Bus Monitor %#e")]
public static void OpenWindow()
{
EventBusMonitorWindow window = GetWindow<EventBusMonitorWindow>("Event Bus Monitor");