重构
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using UnityEngine;
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using UnityEditor;
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using Architecture.Core;
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using Architecture.Variables;
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namespace Architecture.Editor
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{
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/// <summary>
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/// 一键生成 P1/P2 所需的 SO 通信资产(变量 / 事件 / 运行时集合)。
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/// 运行方式:Unity 顶部菜单 Architecture > Bootstrap Core Assets。
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/// 生成的资产位于 Assets/Architecture/Assets/,可安全删改、重新生成(已存在则跳过)。
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///
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/// 注意:本脚本仅生成"空壳资产",具体系统需在 Inspector 中将对应字段拖入这些资产实例,
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/// 才能建立解耦链路(详见 Docs/解耦架构重构方案.md)。
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/// </summary>
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public static class AssetBootstrap
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{
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private const string Root = "Assets/Architecture/Assets";
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[MenuItem("Architecture/Bootstrap Core Assets")]
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public static void Bootstrap()
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{
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if (!AssetDatabase.IsValidFolder(Root))
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AssetDatabase.CreateFolder("Assets/Architecture", "Assets");
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// 共享变量(同时设置 _value 与 _defaultValue,避免跨 Play Mode 状态泄漏)
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CreateInt("PlayerHealth", 5);
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CreateInt("Score", 0);
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// 无参事件通道
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Create<GameEvent>("OnPlayerDied");
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Create<GameEvent>("OnGameOver");
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Create<GameEvent>("OnGameWin");
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Create<GameEvent>("OnPlayerDamaged");
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// 带载荷事件通道
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Create<Vector3Event>("EchoReleased");
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Create<IntEvent>("ScoreChanged");
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Create<IntEvent>("ScoreSettled");
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// 运行时集合(当前场景实体注册表)
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Create<TransformRuntimeSet>("Players");
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Create<TransformRuntimeSet>("Enemies");
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AssetDatabase.SaveAssets();
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Debug.Log($"[AssetBootstrap] 已生成核心 SO 资产到 {Root}");
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}
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private static T Create<T>(string name) where T : ScriptableObject
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{
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var path = $"{Root}/{name}.asset";
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var existing = AssetDatabase.LoadAssetAtPath<T>(path);
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if (existing != null)
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{
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Debug.Log($"[AssetBootstrap] 已存在,跳过:{path}");
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return existing;
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}
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var asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, path);
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return asset;
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}
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private static void CreateInt(string name, int value)
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{
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var asset = Create<IntVariable>(name);
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var so = new SerializedObject(asset);
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so.FindProperty("_value").intValue = value;
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so.FindProperty("_defaultValue").intValue = value;
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so.ApplyModifiedProperties();
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}
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}
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}
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