摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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using System.Collections.Generic;
using BaseGames.Audio;
using BaseGames.Camera;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using BaseGames.Core.Pool;
using BaseGames.Input;
using BaseGames.UI;
using BaseGames.UI.HUD;
using BaseGames.UI.Menus;
using BaseGames.World;
using PathBerserker2d;
using Unity.Cinemachine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Tilemaps;
using UnityEngine.UI;
namespace BaseGames.Editor
{
public static class SceneScaffoldTools
{
[MenuItem("BaseGames/Tools/Scaffold Persistent Scene")]
public static void ScaffoldPersistentScene()
{
var report = new List<string>();
EnsureEventChannelAssets(report);
GameObject root = GetOrCreateRoot("[Persistent]");
Transform services = GetOrCreateChild(root.transform, "[Services]");
Transform input = GetOrCreateChild(root.transform, "[Input]");
Transform camera = GetOrCreateChild(root.transform, "[Camera]");
Transform ui = GetOrCreateChild(root.transform, "[UI]");
GameObject registrarGo = GetOrCreateChild(services, "GameServiceRegistrar").gameObject;
GameObject deathRespawnGo = GetOrCreateChild(services, "DeathRespawnService").gameObject;
GameObject sceneServiceGo = GetOrCreateChild(services, "SceneService").gameObject;
GameObject sceneLoaderGo = GetOrCreateChild(services, "SceneLoader").gameObject;
GameObject registryGo = GetOrCreateChild(services, "EventChannelRegistry").gameObject;
GameObject settingsGo = GetOrCreateChild(services, "SettingsManager").gameObject;
GameObject poolGo = GetOrCreateChild(services, "GlobalObjectPool").gameObject;
GameObject gameManagerGo = GetOrCreateChild(services, "GameManager").gameObject;
GameObject audioManagerGo = GetOrCreateChild(services, "AudioManager").gameObject;
GameObject saveManagerGo = GetOrCreateChild(services, "GameSaveManager").gameObject;
GameServiceRegistrar registrar = GetOrAddComponent<GameServiceRegistrar>(registrarGo);
DeathRespawnService deathRespawnService = GetOrAddComponent<DeathRespawnService>(deathRespawnGo);
SceneService sceneService = GetOrAddComponent<SceneService>(sceneServiceGo);
SceneLoader sceneLoader = GetOrAddComponent<SceneLoader>(sceneLoaderGo);
EventChannelRegistry registry = GetOrAddComponent<EventChannelRegistry>(registryGo);
SettingsManager settingsManager = GetOrAddComponent<SettingsManager>(settingsGo);
GetOrAddComponent<GlobalObjectPool>(poolGo);
GameManager gameManager = GetOrAddComponent<GameManager>(gameManagerGo);
AudioManager audioManager = GetOrAddComponent<AudioManager>(audioManagerGo);
GameSaveManager gameSaveManager = GetOrAddComponent<GameSaveManager>(saveManagerGo);
GameObject inputHolderGo = GetOrCreateChild(input, "InputReaderHolder").gameObject;
Object inputReaderAsset = FindFirstAssetByType<InputReaderSO>("InputReader", "InputReaderSO");
if (inputReaderAsset == null)
inputReaderAsset = EnsureInputReaderAsset(report);
InputReaderBootstrap inputBootstrap = GetOrAddComponent<InputReaderBootstrap>(inputHolderGo);
AssignReference(inputBootstrap, "_inputReader", inputReaderAsset, report);
if (inputReaderAsset != null)
{
AssignReference(inputReaderAsset, "_onPauseRequested", FindFirstAssetByType<VoidEventChannelSO>("EVT_PauseRequested"), report);
AssignReference(inputReaderAsset, "_inputActions", FindFirstAssetWithExtension(".inputactions", "PlayerInputActions", "InputActions"), report);
}
if (inputReaderAsset == null)
report.Add("未找到 InputReaderSO 资产InputReaderBootstrap 将保持空引用。请补齐 Assets/_Game/Data/Player/Input/InputReader.asset。");
GameObject mainCameraGo = GetOrCreateChild(camera, "Main Camera").gameObject;
UnityEngine.Camera mainCamera = GetOrAddComponent<UnityEngine.Camera>(mainCameraGo);
mainCamera.orthographic = false;
mainCamera.fieldOfView = 60f;
mainCameraGo.tag = "MainCamera";
GetOrAddComponent<AudioListener>(mainCameraGo);
CinemachineBrain brain = GetOrAddComponent<CinemachineBrain>(mainCameraGo);
GameObject cameraStateGo = GetOrCreateChild(camera, "CameraStateController").gameObject;
CameraStateController cameraStateController = GetOrAddComponent<CameraStateController>(cameraStateGo);
CinemachineImpulseSource impulseSource = GetOrAddComponent<CinemachineImpulseSource>(cameraStateGo);
GameObject uiRootGo = GetOrCreateChild(ui, "UIRoot").gameObject;
UIManager uiManager = GetOrAddComponent<UIManager>(uiRootGo);
GameObject hudCanvasGo = GetOrCreateCanvas(uiRootGo.transform, "HUD Canvas", 0);
GameObject hudRootGo = GetOrCreateChild(hudCanvasGo.transform, "HUDRoot").gameObject;
HUDController hudController = GetOrAddComponent<HUDController>(hudRootGo);
GameObject pauseRootGo = GetOrCreateChild(uiRootGo.transform, "PauseMenuRoot").gameObject;
GameObject settingsRootGo = GetOrCreateChild(uiRootGo.transform, "SettingsRoot").gameObject;
GameObject mapRootGo = GetOrCreateChild(uiRootGo.transform, "MapRoot").gameObject;
GameObject shopRootGo = GetOrCreateChild(uiRootGo.transform, "ShopRoot").gameObject;
pauseRootGo.SetActive(false);
settingsRootGo.SetActive(false);
mapRootGo.SetActive(false);
shopRootGo.SetActive(false);
GameObject deathCanvasGo = GetOrCreateCanvas(uiRootGo.transform, "DeathScreen Canvas", 10);
GameObject deathRootGo = GetOrCreateChild(deathCanvasGo.transform, "DeathScreenRoot").gameObject;
DeathScreenController deathScreenController = GetOrAddComponent<DeathScreenController>(deathRootGo);
deathRootGo.SetActive(false);
GameObject respawnButtonGo = GetOrCreateChild(deathRootGo.transform, "RespawnButton").gameObject;
GetOrAddComponent<Image>(respawnButtonGo);
Button respawnButton = GetOrAddComponent<Button>(respawnButtonGo);
EnsureAudioSources(audioManagerGo, audioManager, report);
AssignReference(registrar, "_deathRespawnService", deathRespawnService);
AssignReference(registrar, "_sceneService", sceneService);
AssignReference(registrar, "_eventChannelRegistry", registry);
AssignReference(registrar, "_saveManager", gameSaveManager);
AssignReference(gameManager, "_settingsManager", settingsManager);
AssignReference(gameManager, "_deathRespawnService", deathRespawnService);
AssignReference(gameManager, "_sceneService", sceneService);
AssignAsset(gameManager, "_onPlayerDied", report, true, "EVT_PlayerDied");
AssignAsset(gameManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
AssignAsset(gameManager, "_onResumeRequested", report, false, "EVT_ResumeRequested", "EVT_PauseResumed");
AssignAsset(gameManager, "_onBossFightStarted", report, false, "EVT_BossFightStarted", "EVT_BossFight");
AssignAsset(gameManager, "_onBossFightEnded", report, false, "EVT_BossFightEnded");
AssignAsset(gameManager, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AssignAsset(gameManager, "_onGameStateChanged", report, true, "EVT_GameStateChanged", "EVT_GameState");
AssignAsset(gameManager, "_onPlayerRespawned", report, false, "EVT_PlayerRespawned", "EVT_PlayerRespawn");
AssignAsset(sceneService, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
AssignAsset(sceneService, "_onFadeInRequest", report, false, "EVT_FadeInRequest");
AssignAsset(sceneService, "_onFadeOutRequest", report, false, "EVT_FadeOutRequest");
AssignReference(sceneService, "_sceneLoader", sceneLoader);
AssignAsset(sceneLoader, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
AssignAsset(deathRespawnService, "_onRespawnStarted", report, false, "EVT_RespawnStarted");
AssignAsset(deathRespawnService, "_onRespawnCompleted", report, false, "EVT_RespawnCompleted");
AssignAsset(deathRespawnService, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AssignAsset(settingsManager, "_defaultSettings", report, false, "SET_GlobalSettings");
AssignAsset(audioManager, "_onPlayerDied", report, false, "EVT_PlayerDied");
AssignReference(cameraStateController, "_brain", brain);
AssignReference(cameraStateController, "_impulseSource", impulseSource);
AssignReference(uiManager, "_hudRoot", hudRootGo);
AssignReference(uiManager, "_pauseMenuRoot", pauseRootGo);
AssignReference(uiManager, "_deathScreenRoot", deathRootGo);
AssignReference(uiManager, "_settingsRoot", settingsRootGo);
AssignReference(uiManager, "_mapRoot", mapRootGo);
AssignReference(uiManager, "_shopRoot", shopRootGo);
AssignAsset(uiManager, "_onGameStateChanged", report, true, "EVT_GameStateChanged", "EVT_GameState");
AssignAsset(uiManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
AssignAsset(uiManager, "_onFastTravelOpen", report, false, "EVT_FastTravelOpen");
AssignAsset(uiManager, "_onShopOpen", report, false, "EVT_ShopOpen");
AssignAsset(uiManager, "_onMapOpen", report, false, "EVT_MapOpen");
AssignReference(deathScreenController, "_btnRespawn", respawnButton);
AssignAsset(deathScreenController, "_onPlayerDied", report, true, "EVT_PlayerDied");
AssignAsset(deathScreenController, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AddScaffoldNote(hudRootGo, "HUDController 已挂载。其内部图片/文本/图标 Prefab 依赖较多,需后续手工补 UI 资源与事件频道。", report);
MarkDirtyAndLog("Persistent 场景脚手架", root, report);
}
// ─────────────────────────────────────────────────────────────────────
// Scaffold Game Room
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// 在当前活动场景中生成标准游戏关卡房间的完整层级结构:
/// [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)]
public static void ScaffoldGameRoom()
{
var report = new List<string>();
// ── [RoomRoot] ─────────────────────────────────────────────────
GameObject root = GetOrCreateRoot("[RoomRoot]");
RoomController roomController = GetOrAddComponent<RoomController>(root);
// ── [Camera] ───────────────────────────────────────────────────
Transform cameraGroup = GetOrCreateChild(root.transform, "[Camera]");
GameObject roomCameraGo = GetOrCreateChild(cameraGroup, "RoomCamera").gameObject;
CinemachineCamera cinemachineCamera = GetOrAddComponent<CinemachineCamera>(roomCameraGo);
RoomCamera roomCamera = GetOrAddComponent<RoomCamera>(roomCameraGo);
CinemachineConfiner2D confiner = GetOrAddComponent<CinemachineConfiner2D>(roomCameraGo);
// RoomBoundary — defines visible area and confiner polygon
Transform boundaryT = GetOrCreateChild(roomCameraGo.transform, "RoomBoundary");
PolygonCollider2D boundaryCollider = GetOrAddComponent<PolygonCollider2D>(boundaryT.gameObject);
boundaryCollider.pathCount = 1;
boundaryCollider.SetPath(0, new Vector2[]
{
new Vector2(-12f, -6f), new Vector2(-12f, 6f),
new Vector2( 12f, 6f), new Vector2( 12f, -6f),
});
RoomVisibleArea visibleArea = GetOrAddComponent<RoomVisibleArea>(boundaryT.gameObject);
AssignReference(roomCamera, "_visibleArea", visibleArea);
AssignReference(confiner, "m_BoundingShape2D", boundaryCollider);
// Disable stray Camera / AudioListener components sometimes added by Cinemachine
UnityEngine.Camera staleCam = roomCameraGo.GetComponent<UnityEngine.Camera>();
if (staleCam != null) staleCam.enabled = false;
AudioListener staleAl = roomCameraGo.GetComponent<AudioListener>();
if (staleAl != null) { Undo.DestroyObjectImmediate(staleAl); }
// ── [SpawnPoints] ──────────────────────────────────────────────
Transform spawnGroup = GetOrCreateChild(root.transform, "[SpawnPoints]");
GameObject defaultSpawnGo = GetOrCreateChild(spawnGroup, "SpawnPoint_Default").gameObject;
PlayerSpawnPoint defaultSpawn = GetOrAddComponent<PlayerSpawnPoint>(defaultSpawnGo);
AssignString(defaultSpawn, "_transitionId", "default");
AssignInt(defaultSpawn, "_facingDirection", 1);
// ── [Environment] ──────────────────────────────────────────────
Transform envGroup = GetOrCreateChild(root.transform, "[Environment]");
// Ground Tilemap
GameObject gridGo = GetOrCreateChild(envGroup, "GroundGrid").gameObject;
GetOrAddComponent<Grid>(gridGo);
GameObject groundTileGo = GetOrCreateChild(gridGo.transform, "Ground").gameObject;
int groundLayer = LayerMask.NameToLayer("Ground");
if (groundLayer >= 0) groundTileGo.layer = groundLayer;
else report.Add("Layer 'Ground' 不存在,请在 Tags and Layers 中创建。");
GetOrAddComponent<Tilemap>(groundTileGo);
GetOrAddComponent<TilemapRenderer>(groundTileGo);
TilemapCollider2D tilemapCol = GetOrAddComponent<TilemapCollider2D>(groundTileGo);
tilemapCol.usedByComposite = true;
Rigidbody2D groundRb = GetOrAddComponent<Rigidbody2D>(groundTileGo);
groundRb.bodyType = RigidbodyType2D.Static;
GetOrAddComponent<CompositeCollider2D>(groundTileGo);
// NavSurface for PathBerserker2d
GameObject navGo = GetOrCreateChild(envGroup, "NavSurface").gameObject;
GetOrAddComponent<NavSurface>(navGo);
// ── [Transitions] ──────────────────────────────────────────────
GetOrCreateChild(root.transform, "[Transitions]");
// ── Wire RoomController ────────────────────────────────────────
AssignReference(roomController, "_roomCamera", roomCamera);
SerializedObject roomSO = new SerializedObject(roomController);
SerializedProperty spawnArrayProp = roomSO.FindProperty("_spawnPoints");
if (spawnArrayProp != null && spawnArrayProp.isArray)
{
spawnArrayProp.arraySize = 1;
spawnArrayProp.GetArrayElementAtIndex(0).objectReferenceValue = defaultSpawn;
roomSO.ApplyModifiedPropertiesWithoutUndo();
}
// ── Report ─────────────────────────────────────────────────────
report.Add("在 RoomController._roomId 填写唯一房间 ID如 \"Room_Forest_01\")。");
report.Add("将 Player/CameraFollowTarget Transform 拖入 CinemachineCamera.Follow 字段以跟随玩家(或使用 BaseGames → Camera → Room Camera Setup 工具批量赋值)。");
report.Add("调整 RoomBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形,然后在 NavSurface Inspector 中点击 Bake。");
report.Add("[Transitions] 子节点下使用 BaseGames/Scene/Place/Room Transition 添加过渡点。");
MarkDirtyAndLog("Game Room 脚手架", root, report);
}
private static void AssignString(Object target, string propertyName, string value, List<string> report = null)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入字符串值。");
return;
}
property.stringValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignInt(Object target, string propertyName, int value, List<string> report = null)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入整型值。");
return;
}
property.intValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void EnsureEventChannelAssets(List<string> report)
{
bool hasCoreSet =
FindFirstAsset("EVT_PlayerDied") != null &&
FindFirstAsset("EVT_DeathScreenConfirmed") != null &&
(FindFirstAsset("EVT_GameStateChanged") != null || FindFirstAsset("EVT_GameState") != null) &&
FindFirstAsset("EVT_PauseRequested") != null &&
FindFirstAsset("EVT_SceneLoadRequest") != null;
if (hasCoreSet)
return;
CreateEventChannelAssets.CreateAll();
report?.Add("检测到关键事件频道缺失,已自动执行 Create Event Channel Assets。");
}
private static void EnsureAudioSources(GameObject audioManagerGo, AudioManager audioManager, List<string> report)
{
GameObject bgmAGo = GetOrCreateChild(audioManagerGo.transform, "BGM Source A").gameObject;
GameObject bgmBGo = GetOrCreateChild(audioManagerGo.transform, "BGM Source B").gameObject;
GameObject sfxRootGo = GetOrCreateChild(audioManagerGo.transform, "SFX Sources").gameObject;
AudioSource bgmA = GetOrAddComponent<AudioSource>(bgmAGo);
AudioSource bgmB = GetOrAddComponent<AudioSource>(bgmBGo);
bgmA.playOnAwake = false;
bgmB.playOnAwake = false;
bgmA.loop = true;
bgmB.loop = true;
var sfxSources = new AudioSource[6];
for (int i = 0; i < sfxSources.Length; i++)
{
GameObject sfxGo = GetOrCreateChild(sfxRootGo.transform, $"SFX Source {i + 1}").gameObject;
AudioSource sfxSource = GetOrAddComponent<AudioSource>(sfxGo);
sfxSource.playOnAwake = false;
sfxSources[i] = sfxSource;
}
AssignReference(audioManager, "_bgmSourceA", bgmA);
AssignReference(audioManager, "_bgmSourceB", bgmB);
AssignArrayReferences(audioManager, "_sfxSources", sfxSources, report);
report.Add("AudioManager 已生成 2 个 BGM Source 和 6 个 SFX SourceAudioMixer 仍需手工指定。");
}
private static GameObject GetOrCreateRoot(string name)
{
Scene scene = SceneManager.GetActiveScene();
foreach (GameObject rootObject in scene.GetRootGameObjects())
{
if (rootObject.name == name)
return rootObject;
}
GameObject root = new GameObject(name);
Undo.RegisterCreatedObjectUndo(root, $"Create {name}");
return root;
}
private static Transform GetOrCreateChild(Transform parent, string name)
{
Transform child = parent.Find(name);
if (child != null)
return child;
GameObject go = new GameObject(name);
Undo.RegisterCreatedObjectUndo(go, $"Create {name}");
go.transform.SetParent(parent, false);
return go.transform;
}
private static T GetOrAddComponent<T>(GameObject go) where T : Component
{
T component = go.GetComponent<T>();
if (component != null)
return component;
return Undo.AddComponent<T>(go);
}
private static GameObject GetOrCreateCanvas(Transform parent, string name, int sortOrder)
{
GameObject canvasGo = GetOrCreateChild(parent, name).gameObject;
Canvas canvas = GetOrAddComponent<Canvas>(canvasGo);
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = sortOrder;
GetOrAddComponent<CanvasScaler>(canvasGo);
GetOrAddComponent<GraphicRaycaster>(canvasGo);
return canvasGo;
}
private static void AssignReference(Object target, string propertyName, Object value)
{
AssignReference(target, propertyName, value, null);
}
private static void AssignReference(Object target, string propertyName, Object value, List<string> report)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入引用。");
return;
}
property.objectReferenceValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignArrayReferences(Object target, string propertyName, IReadOnlyList<Object> values, List<string> report)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null || !property.isArray)
{
report.Add($"{target.GetType().Name}.{propertyName} 不是可写数组字段。");
return;
}
property.arraySize = values.Count;
for (int i = 0; i < values.Count; i++)
property.GetArrayElementAtIndex(i).objectReferenceValue = values[i];
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignAsset(Object target, string propertyName, List<string> report, bool required, params string[] candidates)
{
Object asset = FindFirstAsset(candidates);
if (asset == null && required)
report.Add($"未找到 {target.GetType().Name}.{propertyName} 需要的资产: {string.Join(" / ", candidates)}");
AssignReference(target, propertyName, asset, report);
}
private static Object FindFirstAsset(params string[] candidates)
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Object asset = AssetDatabase.LoadMainAssetAtPath(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object FindFirstAssetByType<T>(params string[] candidates) where T : Object
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object FindFirstAssetWithExtension(string extension, params string[] candidates)
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (string.IsNullOrEmpty(path) || !path.EndsWith(extension, System.StringComparison.OrdinalIgnoreCase))
continue;
Object asset = AssetDatabase.LoadMainAssetAtPath(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object EnsureInputReaderAsset(List<string> report)
{
string[] existing = AssetDatabase.FindAssets("t:InputReaderSO");
if (existing != null && existing.Length > 0)
{
string firstPath = AssetDatabase.GUIDToAssetPath(existing[0]);
Object found = AssetDatabase.LoadMainAssetAtPath(firstPath);
if (found != null)
return found;
}
const string inputFolder = "Assets/_Game/Data/Player/Input";
EnsureFolder(inputFolder);
const string assetPath = "Assets/_Game/Data/Player/Input/InputReader.asset";
InputReaderSO created = ScriptableObject.CreateInstance<InputReaderSO>();
AssetDatabase.CreateAsset(created, assetPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
report?.Add("未找到 InputReaderSO已自动创建 Assets/_Game/Data/Player/Input/InputReader.asset。");
return created;
}
private static void EnsureFolder(string fullPath)
{
string[] parts = fullPath.Split('/');
if (parts.Length == 0 || parts[0] != "Assets")
return;
string current = "Assets";
for (int i = 1; i < parts.Length; i++)
{
string next = current + "/" + parts[i];
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, parts[i]);
current = next;
}
}
private static void AddScaffoldNote(GameObject go, string message)
{
AddScaffoldNote(go, message, null);
}
private static void AddScaffoldNote(GameObject go, string message, List<string> report)
{
// 注意:不再添加 MonoBehaviour 组件,避免 Editor 程序集组件在 Play 模式下出现 Missing Script
report?.Add($"{go.name}: {message}");
Debug.Log($"[SceneScaffold] {go.name}: {message}");
}
private static void MarkDirtyAndLog(string scaffoldName, GameObject root, List<string> report)
{
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
Selection.activeGameObject = root;
if (report.Count == 0)
{
Debug.Log($"[SceneScaffoldTools] {scaffoldName} 完成。所有可自动补齐的对象与引用均已生成。", root);
return;
}
Debug.LogWarning($"[SceneScaffoldTools] {scaffoldName} 完成,但仍有 {report.Count} 项需要手工确认:\n- {string.Join("\n- ", report)}", root);
}
}
}