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>
178 lines
11 KiB
C#
178 lines
11 KiB
C#
using UnityEngine;
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using UnityEditor;
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using BaseGames.Core.Events;
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using BaseGames.Combat;
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using BaseGames.Player;
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using BaseGames.Dialogue;
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using BaseGames.Progression;
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using System.IO;
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namespace BaseGames.Editor
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{
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/// <summary>
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/// Editor 工具:一键在 Assets/_Game/Data/Events/ 下生成所有全局事件频道 .asset 资产。
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/// 菜单:BaseGames → Tools → Create Event Channel Assets
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/// 已存在的资产会自动跳过(幂等)。
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/// </summary>
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public static class CreateEventChannelAssets
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{
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private const string RootPath = "Assets/_Game/Data/Events";
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[MenuItem("BaseGames/Events/Create Event Channels")]
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public static void CreateAll()
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{
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// ── Core 原始类型频道 ──────────────────────────────────────────────
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_Void");
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CreateAsset<BoolEventChannelSO> ("Core", "EVT_Bool");
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CreateAsset<IntEventChannelSO> ("Core", "EVT_Int");
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CreateAsset<FloatEventChannelSO> ("Core", "EVT_Float");
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CreateAsset<StringEventChannelSO> ("Core", "EVT_String");
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CreateAsset<Vector2EventChannelSO> ("Core", "EVT_Vector2");
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CreateAsset<TransformEventChannelSO> ("Core", "EVT_Transform");
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CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameState");
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CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameStateChanged");
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CreateAsset<SceneLoadRequestEventChannelSO>("Core", "EVT_SceneLoadRequest");
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CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
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CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
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// ── 难度 ──────────────────────────────────────────────────────────
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CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
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// ── 战斗 ────────────────────────────────────────────────────────── CreateAsset<DamageInfoEventChannelSO> ("Combat", "EVT_DamageDealt"); CreateAsset<HitConfirmedEventChannelSO> ("Combat", "EVT_HitConfirmed");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_EnemyDied");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ParrySuccess");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawn");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
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CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn");
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// ── Boss ──────────────────────────────────────────────────────────
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CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
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CreateAsset<BossPhaseEventChannelSO> ("Boss", "EVT_BossPhase");
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CreateAsset<StatusEffectEventChannelSO> ("Boss", "EVT_StatusEffect");
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CreateAsset<StringEventChannelSO> ("Boss", "EVT_BossFightStarted");
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CreateAsset<BoolEventChannelSO> ("Boss", "EVT_BossFightEnded");
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// ── 任务 ──────────────────────────────────────────────────────────
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CreateAsset<QuestStateChangedEventChannel>("Quest", "EVT_QuestStateChanged");
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CreateAsset<QuestObjectiveEventChannelSO> ("Quest", "EVT_QuestObjective");
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// ── UI ────────────────────────────────────────────────────────────
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseRequested");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseResumed");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_FastTravelOpen");
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CreateAsset<StringEventChannelSO> ("UI", "EVT_ShopOpen");
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CreateAsset<VoidEventChannelSO> ("UI", "EVT_MapOpen");
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CreateAsset<ColorblindModeEventChannelSO> ("UI", "EVT_ColorblindMode");
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// ── 启动流程 / Splash ─────────────────────────────────────────────
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CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashStartRequest");
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CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashComplete");
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// ── 启动流程 / Loading 画面 ───────────────────────────────────────
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CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingStarted");
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CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingComplete");
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CreateAsset<FloatEventChannelSO> ("UI/Loading", "EVT_LoadingProgressUpdated");
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// ── 启动流程 / 主菜单 ─────────────────────────────────────────────
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CreateAsset<IntEventChannelSO> ("UI/MainMenu", "EVT_SlotConfirmed");
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// ── World ─────────────────────────────────────────────────────────
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CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
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CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
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CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
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// ── 对话/商店 ─────────────────────────────────────────────────────
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CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
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CreateAsset<DialogueEventChannelSO> ("Dialogue", "EVT_DialogueStartRequest");
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CreateAsset<VoidEventChannelSO> ("Dialogue", "EVT_DialogueEnded");
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// ── 玩家能力 ──────────────────────────────────────────────────────
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CreateAsset<TransformEventChannelSO> ("Player", "EVT_PlayerSpawned"); CreateAsset<IntEventChannelSO> ("Player", "EVT_HPChanged");
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CreateAsset<IntEventChannelSO> ("Player", "EVT_MaxHPChanged");
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CreateAsset<IntEventChannelSO> ("Player", "EVT_SoulPowerChanged");
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CreateAsset<IntEventChannelSO> ("Player", "EVT_SpiritPowerChanged");
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CreateAsset<IntEventChannelSO> ("Player", "EVT_SpringChargesChanged");
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CreateAsset<IntEventChannelSO> ("Player", "EVT_LingZhuChanged"); CreateAsset<AbilityTypeEventChannelSO> ("Player", "EVT_AbilityUnlocked");
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CreateAsset<StringEventChannelSO> ("Player", "EVT_AbilityUnlockedStr");
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// ── 音频 ──────────────────────────────────────────────────────────
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CreateAsset<StringEventChannelSO> ("Audio", "EVT_BGMRequest");
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CreateAsset<VoidEventChannelSO> ("Audio", "EVT_BGMStop");
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// ── 进度/成就 ─────────────────────────────────────────────────────
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CreateAsset<ToolUsedEventChannelSO> ("Progression", "EVT_ToolUsed");
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CreateAsset<AchievementEventChannelSO> ("Progression", "EVT_AchievementUnlocked");
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CreateAsset<StringEventChannelSO> ("Progression", "EVT_MaxHPContainerPickedUp");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("[CreateEventChannelAssets] 所有事件频道资产生成完毕。");
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}
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[MenuItem("BaseGames/Events/Reimport Event Channels")]
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public static void ReimportAllEventAssets()
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{
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if (!AssetDatabase.IsValidFolder(RootPath))
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{
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Debug.LogWarning($"[CreateEventChannelAssets] 未找到目录: {RootPath}");
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return;
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}
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string absoluteRoot = Path.Combine(Directory.GetCurrentDirectory(), RootPath);
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string[] files = Directory.GetFiles(absoluteRoot, "*.asset", SearchOption.AllDirectories);
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int count = 0;
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foreach (string file in files)
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{
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string relativePath = "Assets" + file.Replace('\\', '/').Substring(Directory.GetCurrentDirectory().Length);
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AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceUpdate);
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count++;
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log($"[CreateEventChannelAssets] 已重导入 {count} 个事件资产。");
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}
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private static void CreateAsset<T>(string subfolder, string assetName) where T : ScriptableObject
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{
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string folderPath = $"{RootPath}/{subfolder}";
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EnsureDirectory(folderPath);
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string fullPath = $"{folderPath}/{assetName}.asset";
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if (AssetDatabase.LoadAssetAtPath<T>(fullPath) != null)
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{
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Debug.Log($"[CreateEventChannelAssets] 已跳过(已存在): {fullPath}");
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return;
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}
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T asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, fullPath);
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Debug.Log($"[CreateEventChannelAssets] 已创建: {fullPath}");
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}
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/// <summary>递归创建所有缺失的中间文件夹(使用 AssetDatabase API)。</summary>
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private static void EnsureDirectory(string path)
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{
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if (AssetDatabase.IsValidFolder(path))
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return;
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string[] parts = path.Split('/');
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string current = parts[0];
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for (int i = 1; i < parts.Length; i++)
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{
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string next = $"{current}/{parts[i]}";
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if (!AssetDatabase.IsValidFolder(next))
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AssetDatabase.CreateFolder(current, parts[i]);
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current = next;
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}
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}
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}
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}
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