Add prototype gameplay loop with character/battlefield assets and server game APIs.
Co-authored-by: Cursor <cursoragent@cursor.com>
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#if UNITY_EDITOR
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using YooAsset.Editor;
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namespace AIGame.EditorTools
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{
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/// <summary>把 Candy UI Prefab 收进 Art;图片/字体通过 Prefab 依赖进入资源包。</summary>
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public static class SetupUiBundleCollector
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{
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[MenuItem("Tools/UI/Setup UI Bundle Collector")]
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public static string Setup()
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{
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var package = BundleCollectorSettingData.Setting.Packages.FirstOrDefault(p => p.PackageName == "Art");
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if (package == null) throw new System.InvalidOperationException("Set up the Art package before UI collection.");
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var group = package.Groups.FirstOrDefault(g => g.GroupName == "UI");
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if (group == null) group = BundleCollectorSettingData.CreateGroup(package, "UI");
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group.GroupDesc = "Candy UI";
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group.AssetTags = "ui";
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group.ActiveRuleName = nameof(EnableGroup);
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BundleCollectorSettingData.ModifyGroup(package, group);
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const string path = "Assets/Bundles/UI/Prefab";
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var collector = group.Collectors.FirstOrDefault(c => c.CollectPath == path);
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if (collector == null)
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{
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collector = new BundleCollector
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{
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CollectPath = path,
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CollectorGUID = AssetDatabase.AssetPathToGUID(path),
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CollectorType = ECollectorType.MainAssetCollector,
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AddressRuleName = nameof(AddressByFileName),
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PackRuleName = nameof(PackSeparately),
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FilterRuleName = nameof(CollectPrefab),
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AssetTags = "ui"
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};
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BundleCollectorSettingData.CreateCollector(group, collector);
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}
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package.CheckConfigError();
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BundleCollectorSettingData.SaveFile();
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return "Art/UI collects Candy UI by prefab name, including sprite/font dependencies.";
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}
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}
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}
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#endif
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