280c7b22f5
PlacePlayer
2026-05-21 09:36:09 +08:00
7a51c43f04
feat: 删除旧的技能资产 ABL_Boss_New,添加新的技能资产 ABL_Boss_Chaofeng
2026-05-21 08:31:41 +08:00
27c0d200c9
Refactor and clean up game assets and editor modules
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- Deleted unused weapon and enemy stat assets to streamline project.
- Updated player form assets to reference new default weapon IDs.
- Enhanced DataHub editor UI for better usability, including improved tab management and detail views.
- Removed icon references in various editor modules to simplify the interface.
- Added new boss skill assets and corresponding metadata for future development.
- Created new folders and metadata for organizing boss-related assets, skills, and stats.
- Implemented a new skill asset with updated properties for better gameplay mechanics.
2026-05-21 07:59:01 +08:00
bb3afd130f
feat: Add SkillModule and WeaponModule for managing skills and weapons
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- Implemented SkillModule to manage FormSkillSO assets with a detailed UI for editing and displaying skill properties.
- Implemented WeaponModule to manage WeaponSO assets with a detailed UI for editing and displaying weapon properties.
- Created AssetOperations class for centralized CRUD operations on ScriptableObject assets, including create, rename, delete, and clone functionalities.
- Added DetailHeader for displaying and renaming asset names in the UI.
- Introduced SoListPane for a reusable ScriptableObject list panel with search functionality and context menus.
- Added meta files for all new scripts to ensure proper asset management in Unity.
2026-05-21 07:09:53 +08:00
f096105caf
编辑器扩展优化
2026-05-20 19:55:11 +08:00
d9bda9daa5
feat: 增强场景工具,添加检查点服务和主摄像机音频监听器引用,优化事件处理逻辑
2026-05-20 18:52:57 +08:00
28c1059fe2
feat: 优化存档管理和工具槽管理,改进数据类型转换,增强代码可读性
2026-05-20 18:22:24 +08:00
bc7063fb95
feat: 优化存档管理,添加异步加载槽位摘要功能,减少主菜单等待时间
2026-05-20 18:18:30 +08:00
e50cf57321
feat: 增强存档管理,优化异步存档逻辑,添加错误处理机制
2026-05-20 16:52:22 +08:00
04aec4cc8e
feat: 优化存档管理,增强链状态获取逻辑,添加 ISaveable 接口支持
2026-05-20 16:37:32 +08:00
acb36d750f
feat: 更新存档管理,添加异步存档槽管理功能,优化存档验证逻辑
2026-05-20 16:18:35 +08:00
8c66640a6d
feat: 增强存档管理和成就系统,添加事件通知以支持凹槽成就的动态更新
2026-05-20 16:03:10 +08:00
c50f8a6cf7
存档完善和修复
2026-05-20 15:45:11 +08:00
8ae2de5bcb
存档完善和修复
2026-05-20 15:26:51 +08:00
ec633d9b79
存档完善和修复
2026-05-20 15:10:35 +08:00
84528403ec
chore: add asset-standards instructions for auto-enforcement
...
Auto-attaches to all Assets/_Game/** file operations.
Contains: prefix table, directory rules, Addressables group/label
mapping, required editor tools, and hard rules.
References full specs in Docs/Standards/ for detail.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com >
2026-05-20 13:38:27 +08:00
b5c852f5e4
docs: audit and fix standards docs inconsistencies (v1.2)
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AssetFolderSpec.md:
- §8.1: Enemies_{Region} → Enemies (match AddressableRules.cs single group)
- §8.4: fix old menu paths (Tools/Verification → Addressables)
- §10.3: fix Skill SO path (Data/Player/Skills → Data/Progression/Skills)
- §10.4: Charm workflow — remove 'bypass editor tools' recommendation
- §3.2: add SPL_ prefix for SpellSO
- Bump to v1.2
AddressablesLabelSpec.md:
- §6 step 7: fix old Verification menu path
- §7.2/7.3/7.4: unify menu notation (→ to /) and fix old Tools/Verification paths
- Bump to v1.2
AddressKeys.cs:
- Remove duplicate <summary> XML doc comment in Labels class
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com >
2026-05-20 13:32:26 +08:00
82ce9ff09a
refactor(editor): reorganize Editor directory and unify menu hierarchy
...
File directory changes (mirror Scripts/ module structure):
- AbilityTypeDrawer.cs → Equipment/
- CharacterWizardWindow.cs → Character/
- FormEditorWindow.cs → Player/
- GMToolWindow.cs → Tools/
- SOManagerWindow.cs → Tools/
- Map/MapRoomDataEditor.cs → World/Map/
- Navigation/ (root) → Enemies/Navigation/
- Achievements/ → Progression/
Menu hierarchy changes (BaseGames/ top-level):
- Data/: +Character Wizard (from Tools/), +Boss Skill Sequence (from Tools/)
- Addressables/: +Addressable Batch Tool, +Asset Reference Graph, +Validate Address Keys (from Tools/Verification/)
- Scene/Setup/: +Boot Flow Wizard, +Scaffold *, +Auto-Open Persistent (from Tools/)
- Scene/: +Camera Area Setup (from Camera/), +Bake All NavSurfaces (from Tools/)
- Events/: +Event Bus Monitor, +Event Chain Viewer, +Create/Reimport Event Channels (from Tools/)
- Tools/Validation/: +Validate All SOs, +Apply/Validate Script Order (from Tools/ flat)
- Tools/Maintenance/: +Missing Scripts/*, +Physics2D Layer Matrix/* (from Tools/ flat)
Result: BaseGames/Tools/ reduced from 16 flat items to 4 items + 2 submenus
Docs: update AssetFolderSpec §12 editor tool table with new menu paths
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com >
2026-05-20 11:52:17 +08:00
442d4c9cfc
docs: improve AssetFolderSpec and AddressablesLabelSpec standards
...
- AssetFolderSpec.md:
- Add §12 Editor Tools Reference with all creation/scene/Addressables tools
- Expand §10 workflows: add Weapon, Skill, Charm, Player Form, VFX (with editor tool refs)
- Update §10.1 Enemy workflow to reference EnemyDataWindow
- Update §11 forbidden list to include bypassing editor creation tools
- Add §13 TOC entry
- AddressablesLabelSpec.md:
- Bump version to 1.1
- Reference AddressableRules.cs in header
- Add §7 Tooling & Automation (Rule Sync workflow, batch workflow, tool table)
- Update §6 new-label steps to include AddressableRules.cs update step
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com >
2026-05-20 11:31:21 +08:00
c88d2d0549
feat: Addressables rules/sync tools, UI fixes, AddressKeys update
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- 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 >
2026-05-20 11:10:31 +08:00
5fd981f5b9
完整启动流程
2026-05-19 23:20:44 +08:00
d0a1112737
调整TagManager,重新导入素材
2026-05-19 19:59:52 +08:00
ccdfc1a1b5
优化linkedoor默认参数
2026-05-19 18:03:25 +08:00
923d764435
优化编辑器显示
2026-05-19 16:21:27 +08:00
83bc595fcc
优化编辑器显示
2026-05-19 16:18:45 +08:00
3f10aa07ae
复制凤仙山场景
2026-05-19 16:06:22 +08:00
aac24d825f
调整linkdoor
2026-05-19 16:04:40 +08:00
0559d2cd36
linkdoor
2026-05-19 15:30:27 +08:00
ee0f659c97
feat: 添加场景过渡类型支持,优化场景加载逻辑
2026-05-19 15:18:13 +08:00
be96b326de
不在触发区域时的相机逻辑
2026-05-19 14:30:26 +08:00
750baeb219
转身
2026-05-19 13:54:52 +08:00
15df36659a
抓墙
2026-05-19 13:38:39 +08:00
f1fc356d99
Merge branch 'agents/wall-jump-logic-optimization'
...
# Conflicts:
# Assets/_Game/Scripts/Player/PlayerMovement.cs
# Assets/_Game/Scripts/Player/States/IdleState.cs
# Assets/_Game/Scripts/Player/States/RunState.cs
# Assets/_Game/Scripts/Player/States/WallJumpState.cs
# Assets/_Game/Scripts/Player/States/WallSlideState.cs
2026-05-19 13:03:04 +08:00
2a6a0b1861
feat: 实现抓墙高度记忆、背墙跳/对墙跳、蹬墙后自动抓墙
...
- PlayerController: 添加 wallGrabY/wallGrabDir/isPostWallJump 字段及 API
- WallSlideState: 高度限制(超限强制下滑不可蹬跳)+ 静止悬挂 + 反向键释放
- WallJumpState: 区分背墙跳(WallJumpAwayForce)/对墙跳(WallJumpBackForce)
蹬墙后标记 PostWallJump 允许空中自动抓墙;恢复空中冲刺次数
- FallState/JumpState: 新增抓墙入口(朝向按键 OR PostWallJump 自动抓墙)
- PlayerMovement.WallJump: 增加 jumpAway 参数区分两种跳跃力
- IdleState/RunState: 落地时重置抓墙记录和蹬墙跳标记
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com >
2026-05-19 12:12:24 +08:00
2dcb7a961a
角色能力,存档
2026-05-19 11:50:21 +08:00
d25f237e76
摄像机区域的优化
2026-05-17 07:56:12 +08:00
f264329751
摄像机区域的架构改动
2026-05-15 14:47:24 +08:00
1b37297585
多轮审查评估
2026-05-13 09:19:54 +08:00
458f344e83
修复编译错误
2026-05-12 21:50:49 +08:00
2b2a74da42
新增全阶段验收测试文档 AcceptanceTest_All_Phases.md(P0–P4,100 条 TC + 5 条 E2E)
2026-05-12 17:02:36 +08:00
301691d1a0
v13 全量评审(终章):修复 TD-19/TD-20 + 编写 v13 评审文档
2026-05-12 16:54:08 +08:00
984a738478
v12 全量评审:修复 TD-18(RunState 物理双重施速)+ 编写 v12 评审文档
2026-05-12 16:45:37 +08:00
1135139bc6
v11 全量评审:修复 TD-13 至 TD-17
...
- TD-13: IQuestManager.CompleteQuest 改用 IRewardTarget,移除 using BaseGames.Player
- TD-14: HurtFlashController 缓存 WaitForSeconds(_waitForFlash 字段)
- TD-16: LiquidType 枚举迁移至 BaseGames.Core.Events;LiquidEvent.LiquidType 改为枚举直接比较
- TD-17: DeathScreenController 移除失效的 _onPlayerDied 订阅,改为 OnEnable 直接启动延迟显示
影响文件: IQuestManager.cs / HurtFlashController.cs / LiquidType.cs(迁移) /
LiquidEvent.cs / LiquidZone.cs / WaterDangerState.cs /
UnderwaterPostProcessingController.cs / UnderwaterAudioController.cs /
DeathScreenController.cs
评审文档: Docs/Review/FrameworkReview_2026_May_v11.md(综合评分 9.30/10)
2026-05-12 16:34:03 +08:00
9284278578
v10 全量评审:修复 TD-06 至 TD-12(InputReader 移除资产扫描回退 / EmergencySave 解除 LocalFileStorage 直接依赖 / AccessibilityManager 注册 IAccessibilityService / HUDController HP/SpringIcon SetActive 复用 / MovingPlatform 缓存 WaitForSeconds / RewardSO IRewardTarget 解耦 Quest←Player 依赖 / CrashReporter 频率限制崩溃日志)
2026-05-12 16:18:46 +08:00
ebbbb7332e
多轮审查和修复
2026-05-12 15:34:08 +08:00
f55d2a57c3
chore: initial commit
2026-05-08 11:04:00 +08:00