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ec633d9b79
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存档完善和修复
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2026-05-20 15:10:35 +08:00 |
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b5c852f5e4
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docs: audit and fix standards docs inconsistencies (v1.2)
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>
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2026-05-20 13:32:26 +08:00 |
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82ce9ff09a
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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>
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2026-05-20 11:52:17 +08:00 |
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c88d2d0549
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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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2026-05-20 11:10:31 +08:00 |
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5fd981f5b9
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完整启动流程
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2026-05-19 23:20:44 +08:00 |
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d0a1112737
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调整TagManager,重新导入素材
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2026-05-19 19:59:52 +08:00 |
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ccdfc1a1b5
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优化linkedoor默认参数
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2026-05-19 18:03:25 +08:00 |
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923d764435
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优化编辑器显示
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2026-05-19 16:21:27 +08:00 |
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83bc595fcc
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优化编辑器显示
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2026-05-19 16:18:45 +08:00 |
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3f10aa07ae
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复制凤仙山场景
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2026-05-19 16:06:22 +08:00 |
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aac24d825f
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调整linkdoor
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2026-05-19 16:04:40 +08:00 |
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0559d2cd36
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linkdoor
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2026-05-19 15:30:27 +08:00 |
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ee0f659c97
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feat: 添加场景过渡类型支持,优化场景加载逻辑
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2026-05-19 15:18:13 +08:00 |
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be96b326de
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不在触发区域时的相机逻辑
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2026-05-19 14:30:26 +08:00 |
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750baeb219
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转身
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2026-05-19 13:54:52 +08:00 |
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15df36659a
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抓墙
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2026-05-19 13:38:39 +08:00 |
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f1fc356d99
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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
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2026-05-19 13:03:04 +08:00 |
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2a6a0b1861
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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>
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2026-05-19 12:12:24 +08:00 |
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2dcb7a961a
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角色能力,存档
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2026-05-19 11:50:21 +08:00 |
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d25f237e76
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摄像机区域的优化
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2026-05-17 07:56:12 +08:00 |
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f264329751
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摄像机区域的架构改动
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2026-05-15 14:47:24 +08:00 |
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