Files
zeling_v2/Assets/_Game/Scripts/Editor/Events/CreateEventChannelAssets.cs
T
joywayerandClaude Opus 5 cf0ac60fad refactor(enemy): 清全库行为树残留,删无人使用的 Boss 技能事件频道
Task 21 Step 2 全库扫描后的收尾:

注释与 Tooltip 里的旧决策层措辞逐处改为只描述功能——
EnemyControlledState / RangedEnemy / FlyingEnemy / SensorSlotNames /
EnemyPoiseComponent / EnemyAnimationConfigSO / EnemyAiBrain。

EnemyQuotaManager 的序列化字段 _maxActiveBehaviorTrees 改名 _maxActiveBrains
(它裁剪的实际是 EnemyAiBrain),带 FormerlySerializedAs。复核确认目前
无任何场景 / 预制体挂载该组件,故无值可丢;属未雨绸缪。

BossSkillEventChannelSO + BossEvents.BossSkillEvent + EVT_BossSkill.asset 删除:
唯一发送方 BossSkillExecutor 已随旧轨删除,复核确认全项目零发送方、零订阅方,
资产 guid 在场景 / 预制体 / Addressables 分组中均无引用。

自检:编译 0 error;EditMode 260/260 通过;
SO 校验 0 error 0 warning;层矩阵 25/25 正确。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 17:14:09 +08:00

251 lines
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C#
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using UnityEngine;
using UnityEditor;
using BaseGames.Core.Events;
using BaseGames.Combat;
using BaseGames.Combat.StatusEffects;
using BaseGames.Equipment;
using BaseGames.Parry;
using BaseGames.Player;
using BaseGames.Dialogue;
using BaseGames.Progression;
using System.IO;
namespace BaseGames.Editor
{
/// <summary>
/// Editor 工具:一键在 Assets/_Game/Data/Events/ 下生成所有全局事件频道 .asset 资产。
/// 菜单:BaseGames → Tools → Create Event Channel Assets
/// 已存在的资产会自动跳过(幂等)。
/// </summary>
public static class CreateEventChannelAssets
{
private const string RootPath = "Assets/_Game/Data/Events";
[MenuItem("BaseGames/Events/Create Event Channels")]
public static void CreateAll()
{
// ── Core 原始类型频道 ──────────────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("Core", "EVT_Void");
CreateAsset<BoolEventChannelSO> ("Core", "EVT_Bool");
CreateAsset<IntEventChannelSO> ("Core", "EVT_Int");
CreateAsset<FloatEventChannelSO> ("Core", "EVT_Float");
CreateAsset<StringEventChannelSO> ("Core", "EVT_String");
CreateAsset<Vector2EventChannelSO> ("Core", "EVT_Vector2");
CreateAsset<TransformEventChannelSO> ("Core", "EVT_Transform");
CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameStateChanged");
CreateAsset<SceneLoadRequestEventChannelSO>("Core", "EVT_SceneLoadRequest");
CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_SceneWorldStateRestored"); // 场景加载完毕、世界状态恢复后触发;场景物体在此订阅并应用存档状态,淡入前保证画面正确
// ── 难度 ──────────────────────────────────────────────────────────
CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
// ── 战斗 ──────────────────────────────────────────────────────────
CreateAsset<DamageInfoEventChannelSO> ("Combat", "EVT_DamageDealt");
CreateAsset<HitConfirmedEventChannelSO> ("Combat", "EVT_HitConfirmed");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_NailClash");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed");
CreateAsset<StringEventChannelSO> ("Combat", "EVT_EnemyDied");
CreateAsset<ParryInfoEventChannelSO> ("Combat", "EVT_ParrySuccess");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn");
CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectApplied");
CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectExpired");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ShieldBroken");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ShieldRestored");
// ── Boss ──────────────────────────────────────────────────────────
CreateAsset<BossPhaseEventChannelSO> ("Boss", "EVT_BossPhase");
CreateAsset<BossPhaseEventChannelSO> ("Boss", "EVT_BossPhaseChanged");
CreateAsset<StringEventChannelSO> ("Boss", "EVT_BossDefeated");
CreateAsset<StatusEffectEventChannelSO> ("Boss", "EVT_StatusEffect");
CreateAsset<StringEventChannelSO> ("Boss", "EVT_BossFightStarted");
CreateAsset<BoolEventChannelSO> ("Boss", "EVT_BossFightEnded");
// ── 任务 ──────────────────────────────────────────────────────────
CreateAsset<QuestStateChangedEventChannel>("Quest", "EVT_QuestStateChanged");
CreateAsset<QuestObjectiveEventChannelSO> ("Quest", "EVT_QuestObjective");
// ── UI ────────────────────────────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseRequested");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseResumed");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_UICancelPressed"); // ESC / 手柄 B·Circle 全局关闭栈顶面板
CreateAsset<VoidEventChannelSO> ("UI", "EVT_FastTravelOpen");
CreateAsset<StringEventChannelSO> ("UI", "EVT_ShopOpen");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_MapOpen");
CreateAsset<ColorblindModeEventChannelSO> ("UI", "EVT_ColorblindMode");
CreateAsset<BoolEventChannelSO> ("UI", "EVT_InputDeviceChanged");
CreateAsset<BoolEventChannelSO> ("UI", "EVT_SaveIndicatorVisible");
// ── UI / 背包菜单(InventoryHub Tab 容器)──────
CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryOpen"); // 请求打开统一背包菜单
CreateAsset<IntEventChannelSO> ("UI/Inventory", "EVT_InventoryTabChanged"); // 当前激活 Tab 索引变化
CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryTabNext"); // L/R 肩键:切换到下一 Tab
CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryTabPrev"); // L/R 肩键:切换到上一 Tab
CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_QuickOpenMap"); // 快速直达:打开统一屏并定位地图 Tab(默认 M)
CreateAsset<StringEventChannelSO> ("UI/Inventory", "EVT_ItemAcquired"); // 道具首次获得(itemId
CreateAsset<VoidEventChannelSO> ("UI/Inventory", "EVT_InventoryChanged"); // 背包内容变化(无负载)
// ── 启动流程 / Splash ─────────────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashStartRequest");
CreateAsset<VoidEventChannelSO> ("UI/Splash", "EVT_SplashComplete");
// ── 启动流程 / Loading 画面 ───────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingStarted");
CreateAsset<VoidEventChannelSO> ("UI/Loading", "EVT_LoadingComplete");
CreateAsset<FloatEventChannelSO> ("UI/Loading", "EVT_LoadingProgressUpdated");
CreateAsset<BoolEventChannelSO> ("UI/Loading", "EVT_LoadingOverlay");
// ── 启动流程 / 主菜单 ─────────────────────────────────────────────
CreateAsset<IntEventChannelSO> ("UI/MainMenu", "EVT_SlotConfirmed");
// ── World ─────────────────────────────────────────────────────────
CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
CreateAsset<VoidEventChannelSO> ("World", "EVT_CheckpointReached");
CreateAsset<StringEventChannelSO> ("World", "EVT_DoorOpened"); // 开门/交互机关(钥匙、机关等)触发自动存档
CreateAsset<StringEventChannelSO> ("World", "EVT_ItemPickup"); // 道具/收集品获取(itemId
CreateAsset<StringEventChannelSO> ("World", "EVT_CollectiblePickup"); // 关键物品拾取(护符、道具等)触发存档;AutoSaveService / QuestManager / EventChainManager 监听
CreateAsset<StringEventChannelSO> ("World", "EVT_CollectibleSaved"); // 持久化记录收集品(collectibleId
CreateAsset<StringEventChannelSO> ("World", "EVT_RoomEntered"); // 玩家进入新房间(roomId
CreateAsset<StringEventChannelSO> ("World", "EVT_RegionChanged"); // 玩家首次进入新区域(regionId)
CreateAsset<StringEventChannelSO> ("World", "EVT_RevealRegion"); // 触发地图区域揭露(regionId)
CreateAsset<StringEventChannelSO> ("World", "EVT_MapUpdated"); // 房间首次探索/标注时刷新(roomId);MapManager 发布,MapPanel 订阅
CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeCompleted"); // 挑战房间通关(challengeId
CreateAsset<StringEventChannelSO> ("World", "EVT_ChallengeFailed"); // 挑战房间失败(challengeId
CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidEntered"); // 玩家进入液体区域
CreateAsset<LiquidEventChannelSO> ("World", "EVT_LiquidExited"); // 玩家离开液体区域
CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerActivated"); // 导航标记点激活(地图图标显示)
CreateAsset<BaseGames.World.WorldMarkerEventChannelSO>("World", "EVT_WorldMarkerDeactivated"); // 导航标记点失活(地图图标隐藏)
// ── 对话/商店 ─────────────────────────────────────────────────────
CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
CreateAsset<DialogueEventChannelSO> ("Dialogue", "EVT_DialogueStartRequest");
CreateAsset<VoidEventChannelSO> ("Dialogue", "EVT_DialogueEnded");
CreateAsset<VoidEventChannelSO> ("Dialogue", "EVT_ShopClosed");
// ── 玩家能力 ──────────────────────────────────────────────────────
CreateAsset<TransformEventChannelSO> ("Player", "EVT_PlayerSpawned");
// 状态值频道开启粘性:延迟订阅的 HUD 等 UI 立即获得当前 HP/灵珠/形态等
CreateAsset<IntEventChannelSO> ("Player", "EVT_HPChanged", stickyReplay: true);
CreateAsset<IntEventChannelSO> ("Player", "EVT_MaxHPChanged", stickyReplay: true);
CreateAsset<IntEventChannelSO> ("Player", "EVT_SoulPowerChanged", stickyReplay: true);
CreateAsset<IntEventChannelSO> ("Player", "EVT_SpiritPowerChanged", stickyReplay: true);
CreateAsset<IntEventChannelSO> ("Player", "EVT_SpringChargesChanged", stickyReplay: true);
CreateAsset<IntEventChannelSO> ("Player", "EVT_LingZhuChanged", stickyReplay: true);
CreateAsset<AbilityTypeEventChannelSO> ("Player", "EVT_AbilityUnlocked");
CreateAsset<StringEventChannelSO> ("Player", "EVT_AbilityUnlockedStr");
CreateAsset<IntEventChannelSO> ("Player", "EVT_FormChanged", stickyReplay: true);
CreateAsset<VoidEventChannelSO> ("Player", "EVT_SkillSetChanged");
// ── 音频 ──────────────────────────────────────────────────────────
CreateAsset<StringEventChannelSO> ("Audio", "EVT_BGMRequest");
CreateAsset<VoidEventChannelSO> ("Audio", "EVT_BGMStop");
// ── 进度/成就 ─────────────────────────────────────────────────────
CreateAsset<ToolUsedEventChannelSO> ("Progression", "EVT_ToolUsed");
CreateAsset<AchievementEventChannelSO> ("Progression", "EVT_AchievementUnlocked");
CreateAsset<StringEventChannelSO> ("Progression", "EVT_MaxHPContainerPickedUp");
CreateAsset<VoidEventChannelSO> ("Progression", "EVT_AchievementNotchGranted");
CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmEquipped");
CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmUnequipped");
CreateAsset<VoidEventChannelSO> ("Progression", "EVT_EquipmentChanged");
CreateAsset<StringEventChannelSO> ("Progression", "EVT_BestiaryUpdated");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[CreateEventChannelAssets] 所有事件频道资产生成完毕。");
}
[MenuItem("BaseGames/Events/Reimport Event Channels")]
public static void ReimportAllEventAssets()
{
if (!AssetDatabase.IsValidFolder(RootPath))
{
Debug.LogWarning($"[CreateEventChannelAssets] 未找到目录: {RootPath}");
return;
}
string absoluteRoot = Path.Combine(Directory.GetCurrentDirectory(), RootPath);
string[] files = Directory.GetFiles(absoluteRoot, "*.asset", SearchOption.AllDirectories);
int count = 0;
foreach (string file in files)
{
string relativePath = "Assets" + file.Replace('\\', '/').Substring(Directory.GetCurrentDirectory().Length);
AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceUpdate);
count++;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[CreateEventChannelAssets] 已重导入 {count} 个事件资产。");
}
private static void CreateAsset<T>(string subfolder, string assetName, bool stickyReplay = false) where T : ScriptableObject
{
string folderPath = $"{RootPath}/{subfolder}";
EnsureDirectory(folderPath);
string fullPath = $"{folderPath}/{assetName}.asset";
var existing = AssetDatabase.LoadAssetAtPath<T>(fullPath);
if (existing != null)
{
if (stickyReplay) ApplyStickyReplay(existing); // 已存在也确保粘性正确(幂等)
Debug.Log($"[CreateEventChannelAssets] 已跳过(已存在): {fullPath}");
return;
}
// 存在但类型不匹配(如旧版残留),先删除再重建
if (AssetDatabase.LoadMainAssetAtPath(fullPath) != null)
{
AssetDatabase.DeleteAsset(fullPath);
Debug.Log($"[CreateEventChannelAssets] 已删除旧类型资产: {fullPath}");
}
T asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, fullPath);
if (stickyReplay) ApplyStickyReplay(asset);
Debug.Log($"[CreateEventChannelAssets] 已创建: {fullPath}");
}
/// <summary>
/// 对"状态值"频道开启粘性回放(BaseEventChannelSO._replayLastValueToNewSubscribers=true)。
/// 使延迟启用的 UI(如 HUD 在加载阶段未启用、进入 Gameplay 后才订阅)订阅时立即收到当前值。
/// </summary>
private static void ApplyStickyReplay(UnityEngine.Object asset)
{
var so = new SerializedObject(asset);
var prop = so.FindProperty("_replayLastValueToNewSubscribers");
if (prop != null && !prop.boolValue)
{
prop.boolValue = true;
so.ApplyModifiedProperties();
EditorUtility.SetDirty(asset);
}
}
/// <summary>递归创建所有缺失的中间文件夹(使用 AssetDatabase API)。</summary>
private static void EnsureDirectory(string path)
{
if (AssetDatabase.IsValidFolder(path))
return;
string[] parts = path.Split('/');
string current = parts[0];
for (int i = 1; i < parts.Length; i++)
{
string next = $"{current}/{parts[i]}";
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, parts[i]);
current = next;
}
}
}
}