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:
@@ -51,7 +51,7 @@ namespace BaseGames.Editor
|
||||
|
||||
// ── 菜单入口 ──────────────────────────────────────────────────────────
|
||||
|
||||
[MenuItem("BaseGames/Tools/Boot Flow Wizard", priority = 10)]
|
||||
[MenuItem("BaseGames/Scene/Setup/Boot Flow Wizard", priority = 10)]
|
||||
public static void Open()
|
||||
{
|
||||
var wnd = GetWindow<BootFlowSetupWizard>();
|
||||
|
||||
@@ -15,13 +15,13 @@ namespace BaseGames.Editor
|
||||
/// 运行时(Play Mode / 发行版 Build)的保证由 GameBootstrap(Runtime 程序集)负责,
|
||||
/// 本脚本与 Play Mode 状态无关,不监听 playModeStateChanged。
|
||||
///
|
||||
/// 菜单:BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene
|
||||
/// 菜单:BaseGames/Scene/Setup/Auto-Open Persistent Scene
|
||||
/// </summary>
|
||||
[InitializeOnLoad]
|
||||
public static class PersistentSceneAutoLoader
|
||||
{
|
||||
// ── 常量 ─────────────────────────────────────────────────────────────
|
||||
private const string MenuPath = "BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene";
|
||||
private const string MenuPath = "BaseGames/Scene/Setup/Auto-Open Persistent Scene";
|
||||
private const string PrefKey = "BaseGames_EditAutoOpen_Persistent";
|
||||
private const string PersistentSceneName = "Scene_Persistent";
|
||||
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace BaseGames.Editor
|
||||
public static class SceneScaffoldTools
|
||||
{
|
||||
|
||||
[MenuItem("BaseGames/Tools/Scaffold Persistent Scene")]
|
||||
[MenuItem("BaseGames/Scene/Setup/Scaffold Persistent Scene")]
|
||||
public static void ScaffoldPersistentScene()
|
||||
{
|
||||
var report = new List<string>();
|
||||
@@ -235,7 +235,7 @@ namespace BaseGames.Editor
|
||||
/// [MainMenu] → [Canvas_MainMenu] → 主按钮组 / SaveSlotPanel / SettingsPanel / CreditsPanel
|
||||
/// 自动绑定所有已存在的相关事件频道 SO 资产。
|
||||
/// </summary>
|
||||
[MenuItem("BaseGames/Tools/Scaffold Main Menu Scene", priority = 202)]
|
||||
[MenuItem("BaseGames/Scene/Setup/Scaffold Main Menu Scene", priority = 202)]
|
||||
public static void ScaffoldMainMenuScene()
|
||||
{
|
||||
var report = new List<string>();
|
||||
@@ -305,7 +305,7 @@ namespace BaseGames.Editor
|
||||
/// [RoomRoot] → [Camera] / [SpawnPoints] / [Environment] / [Transitions]
|
||||
/// 可配合 SceneObjectPlacerTool 在层级内快速追加更多对象。
|
||||
/// </summary>
|
||||
[MenuItem("BaseGames/Tools/Scaffold Game Room", priority = 201)]
|
||||
[MenuItem("BaseGames/Scene/Setup/Scaffold Game Room", priority = 201)]
|
||||
public static void ScaffoldGameRoom()
|
||||
{
|
||||
var report = new List<string>();
|
||||
|
||||
Reference in New Issue
Block a user