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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@@ -7,6 +7,7 @@ using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.UI;
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using BaseGames.UI.MainMenu;
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using BaseGames.UI.Menus;
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using BaseGames.UI.Splash;
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namespace BaseGames.Editor
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@@ -27,8 +28,8 @@ namespace BaseGames.Editor
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{
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// ── 常量 ──────────────────────────────────────────────────────────────
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private const string EventRoot = "Assets/_Game/Data/Events";
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private const string PersistentName = "Scene_Persistent";
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private const string MainMenuName = "Scene_MainMenu";
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private const string PersistentName = "Persistent";
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private const string MainMenuName = "MainMenu";
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// 启动流程所需的事件频道资产清单 (subfolder, assetName, SO type)
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private static readonly (string folder, string name, System.Type type)[] BootChannels =
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