Files
zeling_v2/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs

566 lines
29 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System.Collections.Generic;
using BaseGames.Audio;
using BaseGames.Camera;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using BaseGames.Core.Pool;
using BaseGames.Input;
using BaseGames.UI;
using BaseGames.UI.HUD;
using BaseGames.UI.Menus;
using BaseGames.World;
using PathBerserker2d;
using Unity.Cinemachine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Tilemaps;
using UnityEngine.UI;
namespace BaseGames.Editor
{
public static class SceneScaffoldTools
{
[MenuItem("BaseGames/Tools/Scaffold Persistent Scene")]
public static void ScaffoldPersistentScene()
{
var report = new List<string>();
EnsureEventChannelAssets(report);
GameObject root = GetOrCreateRoot("[Persistent]");
Transform services = GetOrCreateChild(root.transform, "[Services]");
Transform input = GetOrCreateChild(root.transform, "[Input]");
Transform camera = GetOrCreateChild(root.transform, "[Camera]");
Transform ui = GetOrCreateChild(root.transform, "[UI]");
GameObject registrarGo = GetOrCreateChild(services, "GameServiceRegistrar").gameObject;
GameObject deathRespawnGo = GetOrCreateChild(services, "DeathRespawnService").gameObject;
GameObject sceneServiceGo = GetOrCreateChild(services, "SceneService").gameObject;
GameObject sceneLoaderGo = GetOrCreateChild(services, "SceneLoader").gameObject;
GameObject registryGo = GetOrCreateChild(services, "EventChannelRegistry").gameObject;
GameObject settingsGo = GetOrCreateChild(services, "SettingsManager").gameObject;
GameObject poolGo = GetOrCreateChild(services, "GlobalObjectPool").gameObject;
GameObject gameManagerGo = GetOrCreateChild(services, "GameManager").gameObject;
GameObject audioManagerGo = GetOrCreateChild(services, "AudioManager").gameObject;
GameObject saveManagerGo = GetOrCreateChild(services, "GameSaveManager").gameObject;
GameServiceRegistrar registrar = GetOrAddComponent<GameServiceRegistrar>(registrarGo);
DeathRespawnService deathRespawnService = GetOrAddComponent<DeathRespawnService>(deathRespawnGo);
SceneService sceneService = GetOrAddComponent<SceneService>(sceneServiceGo);
SceneLoader sceneLoader = GetOrAddComponent<SceneLoader>(sceneLoaderGo);
EventChannelRegistry registry = GetOrAddComponent<EventChannelRegistry>(registryGo);
SettingsManager settingsManager = GetOrAddComponent<SettingsManager>(settingsGo);
GetOrAddComponent<GlobalObjectPool>(poolGo);
GameManager gameManager = GetOrAddComponent<GameManager>(gameManagerGo);
AudioManager audioManager = GetOrAddComponent<AudioManager>(audioManagerGo);
GameSaveManager gameSaveManager = GetOrAddComponent<GameSaveManager>(saveManagerGo);
GameObject inputHolderGo = GetOrCreateChild(input, "InputReaderHolder").gameObject;
Object inputReaderAsset = FindFirstAssetByType<InputReaderSO>("InputReader", "InputReaderSO");
if (inputReaderAsset == null)
inputReaderAsset = EnsureInputReaderAsset(report);
InputReaderBootstrap inputBootstrap = GetOrAddComponent<InputReaderBootstrap>(inputHolderGo);
AssignReference(inputBootstrap, "_inputReader", inputReaderAsset, report);
if (inputReaderAsset != null)
{
AssignReference(inputReaderAsset, "_onPauseRequested", FindFirstAssetByType<VoidEventChannelSO>("EVT_PauseRequested"), report);
AssignReference(inputReaderAsset, "_inputActions", FindFirstAssetWithExtension(".inputactions", "PlayerInputActions", "InputActions"), report);
}
if (inputReaderAsset == null)
report.Add("未找到 InputReaderSO 资产InputReaderBootstrap 将保持空引用。请补齐 Assets/_Game/Data/Player/Input/InputReader.asset。");
GameObject mainCameraGo = GetOrCreateChild(camera, "Main Camera").gameObject;
UnityEngine.Camera mainCamera = GetOrAddComponent<UnityEngine.Camera>(mainCameraGo);
mainCamera.orthographic = false;
mainCamera.fieldOfView = 60f;
mainCameraGo.tag = "MainCamera";
GetOrAddComponent<AudioListener>(mainCameraGo);
CinemachineBrain brain = GetOrAddComponent<CinemachineBrain>(mainCameraGo);
GameObject cameraStateGo = GetOrCreateChild(camera, "CameraStateController").gameObject;
CameraStateController cameraStateController = GetOrAddComponent<CameraStateController>(cameraStateGo);
CinemachineImpulseSource impulseSource = GetOrAddComponent<CinemachineImpulseSource>(cameraStateGo);
GameObject uiRootGo = GetOrCreateChild(ui, "UIRoot").gameObject;
UIManager uiManager = GetOrAddComponent<UIManager>(uiRootGo);
GameObject hudCanvasGo = GetOrCreateCanvas(uiRootGo.transform, "HUD Canvas", 0);
GameObject hudRootGo = GetOrCreateChild(hudCanvasGo.transform, "HUDRoot").gameObject;
HUDController hudController = GetOrAddComponent<HUDController>(hudRootGo);
GameObject pauseRootGo = GetOrCreateChild(uiRootGo.transform, "PauseMenuRoot").gameObject;
GameObject settingsRootGo = GetOrCreateChild(uiRootGo.transform, "SettingsRoot").gameObject;
GameObject mapRootGo = GetOrCreateChild(uiRootGo.transform, "MapRoot").gameObject;
GameObject shopRootGo = GetOrCreateChild(uiRootGo.transform, "ShopRoot").gameObject;
pauseRootGo.SetActive(false);
settingsRootGo.SetActive(false);
mapRootGo.SetActive(false);
shopRootGo.SetActive(false);
GameObject deathCanvasGo = GetOrCreateCanvas(uiRootGo.transform, "DeathScreen Canvas", 10);
GameObject deathRootGo = GetOrCreateChild(deathCanvasGo.transform, "DeathScreenRoot").gameObject;
DeathScreenController deathScreenController = GetOrAddComponent<DeathScreenController>(deathRootGo);
deathRootGo.SetActive(false);
GameObject respawnButtonGo = GetOrCreateChild(deathRootGo.transform, "RespawnButton").gameObject;
GetOrAddComponent<Image>(respawnButtonGo);
Button respawnButton = GetOrAddComponent<Button>(respawnButtonGo);
EnsureAudioSources(audioManagerGo, audioManager, report);
AssignReference(registrar, "_deathRespawnService", deathRespawnService);
AssignReference(registrar, "_sceneService", sceneService);
AssignReference(registrar, "_eventChannelRegistry", registry);
AssignReference(registrar, "_saveManager", gameSaveManager);
AssignReference(gameManager, "_settingsManager", settingsManager);
AssignReference(gameManager, "_deathRespawnService", deathRespawnService);
AssignReference(gameManager, "_sceneService", sceneService);
AssignAsset(gameManager, "_onPlayerDied", report, true, "EVT_PlayerDied");
AssignAsset(gameManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
AssignAsset(gameManager, "_onResumeRequested", report, false, "EVT_ResumeRequested", "EVT_PauseResumed");
AssignAsset(gameManager, "_onBossFightStarted", report, false, "EVT_BossFightStarted", "EVT_BossFight");
AssignAsset(gameManager, "_onBossFightEnded", report, false, "EVT_BossFightEnded");
AssignAsset(gameManager, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AssignAsset(gameManager, "_onGameStateChanged", report, true, "EVT_GameStateChanged", "EVT_GameState");
AssignAsset(gameManager, "_onPlayerRespawned", report, false, "EVT_PlayerRespawned", "EVT_PlayerRespawn");
AssignAsset(sceneService, "_onSceneLoadRequest", report, false, "EVT_SceneLoadRequest");
AssignAsset(sceneService, "_onFadeInRequest", report, false, "EVT_FadeInRequest");
AssignAsset(sceneService, "_onFadeOutRequest", report, false, "EVT_FadeOutRequest");
AssignReference(sceneService, "_sceneLoader", sceneLoader);
AssignAsset(sceneLoader, "_onSceneLoaded", report, false, "EVT_SceneLoaded");
AssignAsset(deathRespawnService, "_onRespawnStarted", report, false, "EVT_RespawnStarted");
AssignAsset(deathRespawnService, "_onRespawnCompleted", report, false, "EVT_RespawnCompleted");
AssignAsset(deathRespawnService, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AssignAsset(settingsManager, "_defaultSettings", report, false, "SET_GlobalSettings");
AssignAsset(audioManager, "_onPlayerDied", report, false, "EVT_PlayerDied");
AssignReference(cameraStateController, "_brain", brain);
AssignReference(cameraStateController, "_impulseSource", impulseSource);
AssignReference(uiManager, "_hudRoot", hudRootGo);
AssignReference(uiManager, "_pauseMenuRoot", pauseRootGo);
AssignReference(uiManager, "_deathScreenRoot", deathRootGo);
AssignReference(uiManager, "_settingsRoot", settingsRootGo);
AssignReference(uiManager, "_mapRoot", mapRootGo);
AssignReference(uiManager, "_shopRoot", shopRootGo);
AssignAsset(uiManager, "_onGameStateChanged", report, true, "EVT_GameStateChanged", "EVT_GameState");
AssignAsset(uiManager, "_onPauseRequested", report, false, "EVT_PauseRequested");
AssignAsset(uiManager, "_onFastTravelOpen", report, false, "EVT_FastTravelOpen");
AssignAsset(uiManager, "_onShopOpen", report, false, "EVT_ShopOpen");
AssignAsset(uiManager, "_onMapOpen", report, false, "EVT_MapOpen");
AssignReference(deathScreenController, "_btnRespawn", respawnButton);
AssignAsset(deathScreenController, "_onPlayerDied", report, true, "EVT_PlayerDied");
AssignAsset(deathScreenController, "_onDeathScreenConfirmed", report, true, "EVT_DeathScreenConfirmed");
AddScaffoldNote(hudRootGo, "HUDController 已挂载。其内部图片/文本/图标 Prefab 依赖较多,需后续手工补 UI 资源与事件频道。", report);
MarkDirtyAndLog("Persistent 场景脚手架", root, report);
}
// ─────────────────────────────────────────────────────────────────────
// Scaffold Game Room
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// 在当前活动场景中生成标准游戏关卡房间的完整层级结构:
/// [RoomRoot] → [Camera] / [SpawnPoints] / [Environment] / [Transitions]
/// 可配合 SceneObjectPlacerTool 在层级内快速追加更多对象。
/// </summary>
[MenuItem("BaseGames/Tools/Scaffold Game Room", priority = 201)]
public static void ScaffoldGameRoom()
{
var report = new List<string>();
// ── [RoomRoot] ─────────────────────────────────────────────────
GameObject root = GetOrCreateRoot("[RoomRoot]");
RoomController roomController = GetOrAddComponent<RoomController>(root);
// ── [Camera] ───────────────────────────────────────────────────
Transform cameraGroup = GetOrCreateChild(root.transform, "[Camera]");
GameObject roomCameraGo = GetOrCreateChild(cameraGroup, "RoomCamera").gameObject;
CinemachineCamera cinemachineCamera = GetOrAddComponent<CinemachineCamera>(roomCameraGo);
RoomCamera roomCamera = GetOrAddComponent<RoomCamera>(roomCameraGo);
CinemachineConfiner2D confiner = GetOrAddComponent<CinemachineConfiner2D>(roomCameraGo);
// RoomBoundary — defines visible area and confiner polygon
Transform boundaryT = GetOrCreateChild(roomCameraGo.transform, "RoomBoundary");
PolygonCollider2D boundaryCollider = GetOrAddComponent<PolygonCollider2D>(boundaryT.gameObject);
boundaryCollider.pathCount = 1;
boundaryCollider.SetPath(0, new Vector2[]
{
new Vector2(-12f, -6f), new Vector2(-12f, 6f),
new Vector2( 12f, 6f), new Vector2( 12f, -6f),
});
RoomVisibleArea visibleArea = GetOrAddComponent<RoomVisibleArea>(boundaryT.gameObject);
AssignReference(roomCamera, "_visibleArea", visibleArea);
AssignReference(confiner, "m_BoundingShape2D", boundaryCollider);
// Disable stray Camera / AudioListener components sometimes added by Cinemachine
UnityEngine.Camera staleCam = roomCameraGo.GetComponent<UnityEngine.Camera>();
if (staleCam != null) staleCam.enabled = false;
AudioListener staleAl = roomCameraGo.GetComponent<AudioListener>();
if (staleAl != null) { Undo.DestroyObjectImmediate(staleAl); }
// ── [SpawnPoints] ──────────────────────────────────────────────
Transform spawnGroup = GetOrCreateChild(root.transform, "[SpawnPoints]");
GameObject defaultSpawnGo = GetOrCreateChild(spawnGroup, "SpawnPoint_Default").gameObject;
PlayerSpawnPoint defaultSpawn = GetOrAddComponent<PlayerSpawnPoint>(defaultSpawnGo);
AssignString(defaultSpawn, "_transitionId", "default");
AssignInt(defaultSpawn, "_facingDirection", 1);
// ── [Environment] ──────────────────────────────────────────────
Transform envGroup = GetOrCreateChild(root.transform, "[Environment]");
// Ground Tilemap
GameObject gridGo = GetOrCreateChild(envGroup, "GroundGrid").gameObject;
GetOrAddComponent<Grid>(gridGo);
GameObject groundTileGo = GetOrCreateChild(gridGo.transform, "Ground").gameObject;
int groundLayer = LayerMask.NameToLayer("Ground");
if (groundLayer >= 0) groundTileGo.layer = groundLayer;
else report.Add("Layer 'Ground' 不存在,请在 Tags and Layers 中创建。");
GetOrAddComponent<Tilemap>(groundTileGo);
GetOrAddComponent<TilemapRenderer>(groundTileGo);
TilemapCollider2D tilemapCol = GetOrAddComponent<TilemapCollider2D>(groundTileGo);
tilemapCol.usedByComposite = true;
Rigidbody2D groundRb = GetOrAddComponent<Rigidbody2D>(groundTileGo);
groundRb.bodyType = RigidbodyType2D.Static;
GetOrAddComponent<CompositeCollider2D>(groundTileGo);
// NavSurface for PathBerserker2d
GameObject navGo = GetOrCreateChild(envGroup, "NavSurface").gameObject;
GetOrAddComponent<NavSurface>(navGo);
// ── [Transitions] ──────────────────────────────────────────────
GetOrCreateChild(root.transform, "[Transitions]");
// ── Wire RoomController ────────────────────────────────────────
AssignReference(roomController, "_roomCamera", roomCamera);
SerializedObject roomSO = new SerializedObject(roomController);
SerializedProperty spawnArrayProp = roomSO.FindProperty("_spawnPoints");
if (spawnArrayProp != null && spawnArrayProp.isArray)
{
spawnArrayProp.arraySize = 1;
spawnArrayProp.GetArrayElementAtIndex(0).objectReferenceValue = defaultSpawn;
roomSO.ApplyModifiedPropertiesWithoutUndo();
}
// ── Report ─────────────────────────────────────────────────────
report.Add("在 RoomController._roomId 填写唯一房间 ID如 \"Room_Forest_01\")。");
report.Add("将 Player/CameraFollowTarget Transform 拖入 CinemachineCamera.Follow 字段以跟随玩家(或使用 BaseGames → Camera → Room Camera Setup 工具批量赋值)。");
report.Add("调整 RoomBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形,然后在 NavSurface Inspector 中点击 Bake。");
report.Add("[Transitions] 子节点下使用 BaseGames/Scene/Place/Room Transition 添加过渡点。");
MarkDirtyAndLog("Game Room 脚手架", root, report);
}
private static void AssignString(Object target, string propertyName, string value, List<string> report = null)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入字符串值。");
return;
}
property.stringValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignInt(Object target, string propertyName, int value, List<string> report = null)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入整型值。");
return;
}
property.intValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void EnsureEventChannelAssets(List<string> report)
{
bool hasCoreSet =
FindFirstAsset("EVT_PlayerDied") != null &&
FindFirstAsset("EVT_DeathScreenConfirmed") != null &&
(FindFirstAsset("EVT_GameStateChanged") != null || FindFirstAsset("EVT_GameState") != null) &&
FindFirstAsset("EVT_PauseRequested") != null &&
FindFirstAsset("EVT_SceneLoadRequest") != null;
if (hasCoreSet)
return;
CreateEventChannelAssets.CreateAll();
report?.Add("检测到关键事件频道缺失,已自动执行 Create Event Channel Assets。");
}
private static void EnsureAudioSources(GameObject audioManagerGo, AudioManager audioManager, List<string> report)
{
GameObject bgmAGo = GetOrCreateChild(audioManagerGo.transform, "BGM Source A").gameObject;
GameObject bgmBGo = GetOrCreateChild(audioManagerGo.transform, "BGM Source B").gameObject;
GameObject sfxRootGo = GetOrCreateChild(audioManagerGo.transform, "SFX Sources").gameObject;
AudioSource bgmA = GetOrAddComponent<AudioSource>(bgmAGo);
AudioSource bgmB = GetOrAddComponent<AudioSource>(bgmBGo);
bgmA.playOnAwake = false;
bgmB.playOnAwake = false;
bgmA.loop = true;
bgmB.loop = true;
var sfxSources = new AudioSource[6];
for (int i = 0; i < sfxSources.Length; i++)
{
GameObject sfxGo = GetOrCreateChild(sfxRootGo.transform, $"SFX Source {i + 1}").gameObject;
AudioSource sfxSource = GetOrAddComponent<AudioSource>(sfxGo);
sfxSource.playOnAwake = false;
sfxSources[i] = sfxSource;
}
AssignReference(audioManager, "_bgmSourceA", bgmA);
AssignReference(audioManager, "_bgmSourceB", bgmB);
AssignArrayReferences(audioManager, "_sfxSources", sfxSources, report);
report.Add("AudioManager 已生成 2 个 BGM Source 和 6 个 SFX SourceAudioMixer 仍需手工指定。");
}
private static GameObject GetOrCreateRoot(string name)
{
Scene scene = SceneManager.GetActiveScene();
foreach (GameObject rootObject in scene.GetRootGameObjects())
{
if (rootObject.name == name)
return rootObject;
}
GameObject root = new GameObject(name);
Undo.RegisterCreatedObjectUndo(root, $"Create {name}");
return root;
}
private static Transform GetOrCreateChild(Transform parent, string name)
{
Transform child = parent.Find(name);
if (child != null)
return child;
GameObject go = new GameObject(name);
Undo.RegisterCreatedObjectUndo(go, $"Create {name}");
go.transform.SetParent(parent, false);
return go.transform;
}
private static T GetOrAddComponent<T>(GameObject go) where T : Component
{
T component = go.GetComponent<T>();
if (component != null)
return component;
return Undo.AddComponent<T>(go);
}
private static GameObject GetOrCreateCanvas(Transform parent, string name, int sortOrder)
{
GameObject canvasGo = GetOrCreateChild(parent, name).gameObject;
Canvas canvas = GetOrAddComponent<Canvas>(canvasGo);
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = sortOrder;
GetOrAddComponent<CanvasScaler>(canvasGo);
GetOrAddComponent<GraphicRaycaster>(canvasGo);
return canvasGo;
}
private static void AssignReference(Object target, string propertyName, Object value)
{
AssignReference(target, propertyName, value, null);
}
private static void AssignReference(Object target, string propertyName, Object value, List<string> report)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null)
{
report?.Add($"{target.GetType().Name}.{propertyName} 字段不存在,未写入引用。");
return;
}
property.objectReferenceValue = value;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignArrayReferences(Object target, string propertyName, IReadOnlyList<Object> values, List<string> report)
{
SerializedObject serializedObject = new SerializedObject(target);
SerializedProperty property = serializedObject.FindProperty(propertyName);
if (property == null || !property.isArray)
{
report.Add($"{target.GetType().Name}.{propertyName} 不是可写数组字段。");
return;
}
property.arraySize = values.Count;
for (int i = 0; i < values.Count; i++)
property.GetArrayElementAtIndex(i).objectReferenceValue = values[i];
serializedObject.ApplyModifiedPropertiesWithoutUndo();
}
private static void AssignAsset(Object target, string propertyName, List<string> report, bool required, params string[] candidates)
{
Object asset = FindFirstAsset(candidates);
if (asset == null && required)
report.Add($"未找到 {target.GetType().Name}.{propertyName} 需要的资产: {string.Join(" / ", candidates)}");
AssignReference(target, propertyName, asset, report);
}
private static Object FindFirstAsset(params string[] candidates)
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Object asset = AssetDatabase.LoadMainAssetAtPath(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object FindFirstAssetByType<T>(params string[] candidates) where T : Object
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object FindFirstAssetWithExtension(string extension, params string[] candidates)
{
foreach (string candidate in candidates)
{
if (string.IsNullOrWhiteSpace(candidate))
continue;
string[] guids = AssetDatabase.FindAssets(candidate);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (string.IsNullOrEmpty(path) || !path.EndsWith(extension, System.StringComparison.OrdinalIgnoreCase))
continue;
Object asset = AssetDatabase.LoadMainAssetAtPath(path);
if (asset != null && asset.name == candidate)
return asset;
}
}
return null;
}
private static Object EnsureInputReaderAsset(List<string> report)
{
string[] existing = AssetDatabase.FindAssets("t:InputReaderSO");
if (existing != null && existing.Length > 0)
{
string firstPath = AssetDatabase.GUIDToAssetPath(existing[0]);
Object found = AssetDatabase.LoadMainAssetAtPath(firstPath);
if (found != null)
return found;
}
const string inputFolder = "Assets/_Game/Data/Player/Input";
EnsureFolder(inputFolder);
const string assetPath = "Assets/_Game/Data/Player/Input/InputReader.asset";
InputReaderSO created = ScriptableObject.CreateInstance<InputReaderSO>();
AssetDatabase.CreateAsset(created, assetPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
report?.Add("未找到 InputReaderSO已自动创建 Assets/_Game/Data/Player/Input/InputReader.asset。");
return created;
}
private static void EnsureFolder(string fullPath)
{
string[] parts = fullPath.Split('/');
if (parts.Length == 0 || parts[0] != "Assets")
return;
string current = "Assets";
for (int i = 1; i < parts.Length; i++)
{
string next = current + "/" + parts[i];
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, parts[i]);
current = next;
}
}
private static void AddScaffoldNote(GameObject go, string message)
{
AddScaffoldNote(go, message, null);
}
private static void AddScaffoldNote(GameObject go, string message, List<string> report)
{
// 注意:不再添加 MonoBehaviour 组件,避免 Editor 程序集组件在 Play 模式下出现 Missing Script
report?.Add($"{go.name}: {message}");
Debug.Log($"[SceneScaffold] {go.name}: {message}");
}
private static void MarkDirtyAndLog(string scaffoldName, GameObject root, List<string> report)
{
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
Selection.activeGameObject = root;
if (report.Count == 0)
{
Debug.Log($"[SceneScaffoldTools] {scaffoldName} 完成。所有可自动补齐的对象与引用均已生成。", root);
return;
}
Debug.LogWarning($"[SceneScaffoldTools] {scaffoldName} 完成,但仍有 {report.Count} 项需要手工确认:\n- {string.Join("\n- ", report)}", root);
}
}
}