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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@@ -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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