feat: Addressables rules/sync tools, UI fixes, AddressKeys update
- Add AddressableRules.cs: single source of truth for prefix->group and prefix->label rules - Add AddressableRuleSyncWindow.cs: scan/fix/export-CSV tool (BaseGames > Addressables > Rule Sync) - AddressableBatchTool.cs: delegate DeriveGroupName to AddressableRules, remove duplicate PrefixGroupMap - AddressKeys.cs: add Labels constants (Preload, Poolable, Enemy, BGM, SFX, Charms, Config, Weapon) - Docs/Standards/AddressablesLabelSpec.md: new label naming & assignment spec - Docs/Standards/AssetFolderSpec.md: update Addressables group strategy section - SplashScreenController.cs: fix MainMenu loading flow - BootFlowSetupWizard.cs / SceneScaffoldTools.cs: scene scaffold fixes - PlayerInputActions: set UI/Point to Pass-Through type - Persistent.unity: add BootSequencer to auto-load MainMenu on play - EditorBuildSettings.asset: register scenes for build Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -17,8 +17,13 @@ MonoBehaviour:
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m_SerializedData: []
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m_GUID: bb063dcc2b7a95445ba989917306f188
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m_SerializeEntries:
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- m_GUID: 2a1ec0c1f9a64054f95911d1cda97f6e
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m_Address: Assets/_Game/Scenes/Testings/MainMenu.unity
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 6372e5b8e07d7ae4eb37a184fc8e912d
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m_Address: Scene_Persistent
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m_Address: Assets/_Game/Scenes/Persistent.unity
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m_ReadOnly: 0
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m_SerializedLabels: []
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FlaggedDuringContentUpdateRestriction: 0
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