摄像机区域的架构改动
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@@ -317,9 +317,9 @@
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| **Event Bus Monitor** | `BaseGames → Tools → Event Bus Monitor` | `Ctrl+Shift+E` | Play 模式下实时查看所有 SO 事件触发记录 |
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| **Create Event Channel Assets** | `BaseGames → Tools → Create Event Channel Assets` | — | 一键生成全局事件频道资产 |
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| **Reimport Event Channel Assets** | `BaseGames → Tools → Reimport Event Channel Assets` | — | 批量重导入 `Assets/Data/Events` 下的事件资产 |
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| **Validate Address Keys** | `BaseGames → Tools → Validate Address Keys` | — | 手动校验 AddressKeys 常量与 Addressable 分组一致性 |
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| **Validate Address Keys** | `BaseGames → Addressables → Validate Address Keys` | — | 手动校验 AddressKeys 常量与 Addressable 分组一致性 |
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| **Scaffold Persistent Scene** | `BaseGames → Tools → Scaffold Persistent Scene` | — | 一键生成 Persistent 场景基础层级与核心组件骨架 |
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| **Scaffold Test Room** | `BaseGames → Tools → Scaffold Test Room` | — | 一键生成 TestRoom 基础层级、Player/Enemy/Camera/SavePoint 骨架 |
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| **Place Player / Enemy / Platform…** | `BaseGames → Scene → Place → …` | — | 单独放置玩家、敌人、地面、相机、存档点等场景对象(替代 Scaffold Test Room) |
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| **Apply Script Execution Order Preset** | `BaseGames → Tools → Apply Script Execution Order Preset` | — | 一键写入推荐的脚本执行顺序 |
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| **Validate Script Execution Order Preset** | `BaseGames → Tools → Validate Script Execution Order Preset` | — | 校验当前执行顺序是否符合推荐值 |
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| **Animancer Window** | `Window → Animation → Animancer` | — | 查看当前播放的动画状态和混合树 |
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@@ -393,7 +393,7 @@ ISceneService: SceneService
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#### 步骤 1:手动触发验证
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1. 菜单 `Tools → Validate AddressKeys`
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1. 菜单 `BaseGames → Addressables → Validate Address Keys`
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2. 查看 Console
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**预期结果**:
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