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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@@ -202,8 +202,6 @@ namespace BaseGames.Editor
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AssignReference(cameraStateController, "_brain", brain);
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AssignReference(cameraStateController, "_impulseSource", impulseSource);
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AssignReference(cameraStateController, "_lookSystem", lookSystem);
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AssignReference(cameraStateController, "_vcamA", vcamA);
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AssignReference(cameraStateController, "_vcamB", vcamB);
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AssignAsset(cameraStateController, "_onPlayerSpawned", report, true, "EVT_PlayerSpawned");
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AssignAsset(cameraStateController, "_lensConfig", report, false, "CAM_LensConfig", "LensConfig", "CameraLensConfig");
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