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+ m_Schemas: + - {fileID: 11400000, guid: ac3ebe07c38bb50498d3dfdcff3f1563, type: 2} + - {fileID: 11400000, guid: 7059ad0cafb4eb84db5a21c3374f83ed, type: 2} diff --git a/Assets/AddressableAssetsData/AssetGroups/SharedRes.asset.meta b/Assets/AddressableAssetsData/AssetGroups/SharedRes.asset.meta new file mode 100644 index 000000000..698527582 --- /dev/null +++ b/Assets/AddressableAssetsData/AssetGroups/SharedRes.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 95f7c3baf2c413d4a838cc0e4c2be95d +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AddressableAssetsData/Windows/addressables_content_state.bin b/Assets/AddressableAssetsData/Windows/addressables_content_state.bin index c8bb5aba9..9cf54ce27 100644 Binary files a/Assets/AddressableAssetsData/Windows/addressables_content_state.bin and b/Assets/AddressableAssetsData/Windows/addressables_content_state.bin differ diff --git a/Assets/Art/HHWK/prefab/fish/Game177_dianman.prefab b/Assets/Art/HHWK/prefab/fish/Game177_dianman.prefab index e25c3abe8..78828bd61 100644 --- a/Assets/Art/HHWK/prefab/fish/Game177_dianman.prefab +++ b/Assets/Art/HHWK/prefab/fish/Game177_dianman.prefab @@ -28151,7 +28151,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!4 &4574304967836189 Transform: m_ObjectHideFlags: 0 @@ -28228,16 +28228,30 @@ MonoBehaviour: m_EditorClassIdentifier: beilv: 0 guid: + lastMoveLineId: monsterData: die_Score: 0 isDie: 0 fishTypeConfig: fishNumber: fishName: + fishBrief: fishType: 0 fishScore: 0 killWeight: 0 pathList: + fishImage: + fishMultipleDesc: + moveLine: + bezierCurveData: + name: + start: {x: 0, y: 0} + controlPoints: [] + end: {x: 0, y: 0} + moveTime: 0 + moveSpeed: 0 + cachedCamera: {fileID: 0} + cachedUirootRect: {fileID: 0} skeleton: {fileID: 0} isSpine: 1 fishTypeID: 13025 @@ -28252,9 +28266,28 @@ MonoBehaviour: forwordXYZ: X fishenum: 1 moveTime: 0 + yzGroupTimeOffset: 0 isyz: 0 yzID: + colliderList: [] + lockPoint: {fileID: 0} + bingDongEffect: [] + needLockEvent: 0 + createVideoClip: {fileID: 0} + rotationPY: 60 + useMirrorCompensate: 1 + useRollSignFlip: 0 + useRouteFlipX: 1 + baseMmove: 0 isRotate: 1 + isNot1: 0 + ischild0: 0 + depthOffset: 0 + is2DFish: 0 + sortOrder2D: 0 + drawMoveLine: 0 + drawLineSegments: 60 + drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1} --- !u!1 &1709867586078768 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Art/HHWK/prefab/fish/Game177_fish13.prefab b/Assets/Art/HHWK/prefab/fish/Game177_fish13.prefab index c24ba10e6..4f7144136 100644 --- a/Assets/Art/HHWK/prefab/fish/Game177_fish13.prefab +++ b/Assets/Art/HHWK/prefab/fish/Game177_fish13.prefab @@ -1003,7 +1003,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!4 &4472185465350827 Transform: m_ObjectHideFlags: 0 @@ -1077,17 +1077,32 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 5e5dca86a57fe2144a34f1f2ddb93962, type: 3} m_Name: m_EditorClassIdentifier: + beilv: 0 guid: + lastMoveLineId: monsterData: die_Score: 0 isDie: 0 fishTypeConfig: fishNumber: fishName: + fishBrief: fishType: 0 fishScore: 0 killWeight: 0 pathList: + fishImage: + fishMultipleDesc: + moveLine: + bezierCurveData: + name: + start: {x: 0, y: 0} + controlPoints: [] + end: {x: 0, y: 0} + moveTime: 0 + moveSpeed: 0 + cachedCamera: {fileID: 0} + cachedUirootRect: {fileID: 0} skeleton: {fileID: 0} isSpine: 1 fishTypeID: 13014 @@ -1095,14 +1110,34 @@ MonoBehaviour: HP: 5 effect_Die: {fileID: 0} effect_DieAward: {fileID: 0} + currEffect_DieAward: {fileID: 0} isMove: 1 is3D: 0 forwordXYZ: X fishenum: 1 moveTime: 0 + yzGroupTimeOffset: 0 isyz: 0 yzID: + colliderList: [] + lockPoint: {fileID: 0} + bingDongEffect: [] + needLockEvent: 0 + createVideoClip: {fileID: 0} + rotationPY: 60 + useMirrorCompensate: 1 + useRollSignFlip: 0 + useRouteFlipX: 1 + baseMmove: 0 isRotate: 1 + isNot1: 0 + ischild0: 0 + depthOffset: 0 + is2DFish: 0 + sortOrder2D: 0 + drawMoveLine: 0 + drawLineSegments: 60 + drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1} --- !u!1 &1709867586078768 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Art/HHWK/prefab/fish/Game177_zhuantouxie.prefab b/Assets/Art/HHWK/prefab/fish/Game177_zhuantouxie.prefab index be0ece3ee..89b962ad3 100644 --- a/Assets/Art/HHWK/prefab/fish/Game177_zhuantouxie.prefab +++ b/Assets/Art/HHWK/prefab/fish/Game177_zhuantouxie.prefab @@ -1211,7 +1211,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!4 &4344419225485095 Transform: m_ObjectHideFlags: 0 @@ -1287,16 +1287,30 @@ MonoBehaviour: m_EditorClassIdentifier: beilv: 0 guid: + lastMoveLineId: monsterData: die_Score: 0 isDie: 0 fishTypeConfig: fishNumber: fishName: + fishBrief: fishType: 0 fishScore: 0 killWeight: 0 pathList: + fishImage: + fishMultipleDesc: + moveLine: + bezierCurveData: + name: + start: {x: 0, y: 0} + controlPoints: [] + end: {x: 0, y: 0} + moveTime: 0 + moveSpeed: 0 + cachedCamera: {fileID: 0} + cachedUirootRect: {fileID: 0} skeleton: {fileID: 0} isSpine: 1 fishTypeID: 13024 @@ -1311,9 +1325,28 @@ MonoBehaviour: forwordXYZ: X fishenum: 1 moveTime: 0 + yzGroupTimeOffset: 0 isyz: 0 yzID: + colliderList: [] + lockPoint: {fileID: 0} + bingDongEffect: [] + needLockEvent: 0 + createVideoClip: {fileID: 0} + rotationPY: 60 + useMirrorCompensate: 1 + useRollSignFlip: 0 + useRouteFlipX: 1 + baseMmove: 0 isRotate: 1 + isNot1: 0 + ischild0: 0 + depthOffset: 0 + is2DFish: 0 + sortOrder2D: 0 + drawMoveLine: 0 + drawLineSegments: 60 + drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1} --- !u!1 &1709867586078768 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Editor/AAFixDependencyMigration.cs b/Assets/Editor/AAFixDependencyMigration.cs new file mode 100644 index 000000000..8f1928e80 --- /dev/null +++ b/Assets/Editor/AAFixDependencyMigration.cs @@ -0,0 +1,179 @@ +using System.Text; +using UnityEditor; +using UnityEditor.AddressableAssets; +using UnityEditor.AddressableAssets.Settings; +using UnityEditor.AddressableAssets.Settings.GroupSchemas; +using UnityEngine; + +/// +/// AA 依赖链修复迁移工具(一次性)。 +/// +/// 【背景】Addressables 加载 bundle 时会递归加载其依赖 bundle,而构建报告显示存在 +/// 跨玩法依赖链,导致"未登录就加载鱼包 / 进 A 玩法拉 B 玩法鱼包": +/// defaultlocalgroup → fish_xjmh → fish_hhwk (启动链:默认音频一碰 D LG 全链拖入) +/// fish_flzy → fish_hhwk (进 FLZY 房拉 HHWK 鱼包) +/// gameuires → fish_xjmh (进任何房间拉 XJMH 鱼包) +/// +/// 【修复内容】(对应 2026-10-08 16:41 构建报告分析出的确切依赖边) +/// 1. PW_Enemy_4000.prefab(XJMH Boss,误在 D LG)→ Fish_XJMH 组 断 D LG→fish_xjmh +/// 2. XJMHCreateFish.asset(XJMH 配置,误在 D LG)→ Fish_XJMH 组 +/// 3. 新建 SharedRes 组:Game177_baigujing.png(HHWK 图鉴贴图被 XJMH 小丑扑克引用)、 +/// fish_4003 Variant.png(HHWK 图鉴贴图被 FLZY 闪电引用)→ SharedRes +/// 断 fish_xjmh→fish_hhwk、fish_flzy→fish_hhwk(两边都只依赖小共享包) +/// 4. GameMainPanelXJMH 引用的 7 个 XJMH 资源(Boss出场特效/帮助Item/技能sprite) +/// → GameUIRes 组 断 gameuires→fish_xjmh +/// (若鱼包资产也引用它们,产生 fish_xjmh→gameuires 边——进房必载面板,无害) +/// +/// 【使用】Unity 菜单 Tools → AA依赖修复 → 执行修复并重建Addressables, +/// 完成后用 AABundleMonitor 悬浮窗验证:启动仅 4 个包、进房只加当前玩法鱼包。 +/// +public static class AAFixDependencyMigration +{ + [MenuItem("Tools/AA依赖修复/执行修复并重建Addressables")] + public static void Run() + { + if (!EditorUtility.DisplayDialog("AA依赖修复", + "将执行以下迁移(断掉跨玩法 bundle 依赖链):\n\n" + + "1. PW_Enemy_4000 / XJMHCreateFish → Fish_XJMH 组\n" + + "2. 新建 SharedRes 组,移入 2 张被跨玩法引用的贴图\n" + + "3. GameMainPanelXJMH 引用的 7 个资源 → GameUIRes 组\n\n" + + "迁移完成后可选择立即重建 Addressables。\n继续?", + "执行", "取消")) + return; + + var settings = AddressableAssetSettingsDefaultObject.Settings; + if (settings == null) + { + Debug.LogError("[AA依赖修复] 找不到 AddressableAssetSettings"); + return; + } + + var log = new StringBuilder(); + + // ---------- ① D LG 里误放的 XJMH 资产 → Fish_XJMH(断 D LG→fish_xjmh 启动链) ---------- + var fishXjmh = settings.FindGroup("Fish_XJMH"); + if (fishXjmh == null) { Debug.LogError("[AA依赖修复] 找不到 Fish_XJMH 组"); return; } + + MoveWithLabels(settings, fishXjmh, + "Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/PW_Enemy_4000.prefab", + new[] { "FishPrefab", "XJMH" }, log); + MoveWithLabels(settings, fishXjmh, + "Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset", + new[] { "XJMH" }, log); + + // ---------- ② 新建 SharedRes 组,移入被跨玩法引用的贴图(断 xjmh/flzy→hhwk) ---------- + var shared = settings.FindGroup("SharedRes"); + if (shared == null) + { + shared = CreateGroupLike(settings, "SharedRes", "Fish_XJMH"); + log.AppendLine("[组] 已创建 SharedRes(打包配置复制自 Fish_XJMH)"); + } + + // 保留原 TuJian/HHWK 标签:HHWK 玩法的图鉴 Sprite 交集加载(TuJian+HHWK)仍能命中, + // 只是从 SharedRes 包里取;XJMH/FLZY 对它们的引用改为依赖小共享包 + MoveKeepLabels(settings, shared, "Assets/Art/HHWK/res/texture/dynamic/Game177_baigujing.png", log); + MoveKeepLabels(settings, shared, "Assets/Art/HHWK/TuJianTexture/fish_4003 Variant.png", log); + + // ---------- ③ GameMainPanelXJMH 引用的资源 → GameUIRes(断 gameuires→fish_xjmh) ---------- + var gameUi = settings.FindGroup("GameUIRes"); + if (gameUi == null) { Debug.LogError("[AA依赖修复] 找不到 GameUIRes 组"); return; } + + string[] guiTargets = + { + "Assets/Art/XJMH/pw/pw_prefab/game/effect/PW_Effect_Boss_Appear.prefab", + "Assets/Art/XJMH/pw/pw_prefab/item/PW_HelpItem1.prefab", + "Assets/Art/XJMH/pw/pw_prefab/item/PW_HelpItem2.prefab", + "Assets/Art/XJMH/pw/pw_prefab/item/PW_SetLockItem.prefab", + "Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_sd.png", + "Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_ss.png", + "Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_zd.png", + }; + foreach (var t in guiTargets) + MoveKeepLabels(settings, gameUi, t, log); + + AssetDatabase.SaveAssets(); + Debug.Log("[AA依赖修复] 迁移完成:\n" + log); + + // ---------- ④ 重建 ---------- + if (EditorUtility.DisplayDialog("AA依赖修复", + "迁移完成:\n" + log + "\n现在重建 Addressables?(约几分钟)", + "立即重建", "稍后手动重建")) + { + Debug.Log("[AA依赖修复] 开始重建 Addressables..."); + AddressableAssetSettings.BuildPlayerContent(out var result); + if (result == null || !string.IsNullOrEmpty(result.Error)) + { + Debug.LogError("[AA依赖修复] 构建失败: " + (result != null ? result.Error : "无返回结果")); + EditorUtility.DisplayDialog("AA依赖修复", "构建失败: " + (result != null ? result.Error : "无返回结果"), "确定"); + } + else + { + Debug.Log("[AA依赖修复] 构建完成"); + EditorUtility.DisplayDialog("AA依赖修复", + "构建完成!\n\n验证步骤:\n" + + "1. Play 启动到登录页 → 悬浮窗应只有 4 个包(builtinshaders/LoginUIRes/DefaultLocalGroup/Turret)\n" + + "2. 进任一玩法房间 → 只新增该玩法的鱼包 + gameuires", "确定"); + } + } + } + + /// 移动资产到目标组并覆盖标签 + private static void MoveWithLabels(AddressableAssetSettings settings, AddressableAssetGroup target, + string path, string[] labels, StringBuilder log) + { + string guid = AssetDatabase.AssetPathToGUID(path); + if (string.IsNullOrEmpty(guid)) + { + log.AppendLine("[跳过] 找不到资产: " + path); + return; + } + var entry = settings.CreateOrMoveEntry(guid, target); + if (entry == null) + { + log.AppendLine("[跳过] 移动失败: " + path); + return; + } + entry.labels.Clear(); + foreach (var l in labels) + entry.labels.Add(l); + log.AppendLine($"[移动] {path}\n → {target.name}(标签: {string.Join(",", labels)})"); + } + + /// 移动资产到目标组,保留原有标签 + private static void MoveKeepLabels(AddressableAssetSettings settings, AddressableAssetGroup target, + string path, StringBuilder log) + { + string guid = AssetDatabase.AssetPathToGUID(path); + if (string.IsNullOrEmpty(guid)) + { + log.AppendLine("[跳过] 找不到资产: " + path); + return; + } + var entry = settings.CreateOrMoveEntry(guid, target); + if (entry == null) + { + log.AppendLine("[跳过] 移动失败: " + path); + return; + } + log.AppendLine($"[移动] {path}\n → {target.name}(保留标签: {string.Join(",", entry.labels)})"); + } + + /// 按源组的打包配置(BundledAssetGroupSchema/ContentUpdateGroupSchema)创建新组。 + /// AddSchema(schema) 内部会复制 schema 并正确挂到新组上,无需手动 CopySerialized。 + private static AddressableAssetGroup CreateGroupLike(AddressableAssetSettings settings, + string newName, string srcGroupName) + { + var src = settings.FindGroup(srcGroupName); + var group = settings.CreateGroup(newName, false, false, false, null); + + var srcBundled = src.GetSchema(); + if (srcBundled != null) + group.AddSchema(srcBundled, false); + + var srcContent = src.GetSchema(); + if (srcContent != null) + group.AddSchema(srcContent, false); + + return group; + } +} \ No newline at end of file diff --git a/Assets/Editor/AAFixDependencyMigration.cs.meta b/Assets/Editor/AAFixDependencyMigration.cs.meta new file mode 100644 index 000000000..8749e6490 --- /dev/null +++ b/Assets/Editor/AAFixDependencyMigration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 89e9a25fe5c7fe6408466344b43fd403 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Android.meta b/Assets/Plugins/Android.meta new file mode 100644 index 000000000..bfcad7d42 --- /dev/null +++ b/Assets/Plugins/Android.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b49a4bf1b5f551b4a9d2af95e265c8ed +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/Android/launcherTemplate.gradle b/Assets/Plugins/Android/launcherTemplate.gradle new file mode 100644 index 000000000..80f5a6e69 --- /dev/null +++ b/Assets/Plugins/Android/launcherTemplate.gradle @@ -0,0 +1,68 @@ +apply plugin: 'com.android.application' + +dependencies { + implementation project(':unityLibrary') + } + +android { + namespace "**NAMESPACE**" + ndkPath "**NDKPATH**" + + compileSdkVersion **APIVERSION** + buildToolsVersion '**BUILDTOOLS**' + + compileOptions { + sourceCompatibility JavaVersion.VERSION_11 + targetCompatibility JavaVersion.VERSION_11 + } + + defaultConfig { + minSdkVersion **MINSDKVERSION** + targetSdkVersion **TARGETSDKVERSION** + applicationId '**APPLICATIONID**' + ndk { + abiFilters **ABIFILTERS** + } + versionCode **VERSIONCODE** + versionName '**VERSIONNAME**' + } + + aaptOptions { + noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ') + ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~" + }**SIGN** + + // ⭐ 修复 lintVitalAnalyzeRelease 构建失败: + // Release 构建时 AGP 会跑 lintVital 检查,其 ExtractAarTransform 在中文 Windows + // (系统编码 GBK) 下读取含中文的 manifest/资源时抛 MalformedInputException + // ("malformed input off : 75")。checkReleaseBuilds false 直接跳过 release 的 + // lint 检查任务(Unity 游戏项目不需要 AGP 的 lint),abortOnError false 兜底。 + lintOptions { + checkReleaseBuilds false + abortOnError false + } + + buildTypes { + debug { + minifyEnabled **MINIFY_DEBUG** + proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG** + jniDebuggable true + } + release { + minifyEnabled **MINIFY_RELEASE** + proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG** + } + }**PACKAGING_OPTIONS****PLAY_ASSET_PACKS****SPLITS** +**BUILT_APK_LOCATION** + bundle { + language { + enableSplit = false + } + density { + enableSplit = false + } + abi { + enableSplit = true + } + } +}**SPLITS_VERSION_CODE****LAUNCHER_SOURCE_BUILD_SETUP** \ No newline at end of file diff --git a/Assets/Plugins/Android/launcherTemplate.gradle.meta b/Assets/Plugins/Android/launcherTemplate.gradle.meta new file mode 100644 index 000000000..423d26d89 --- /dev/null +++ b/Assets/Plugins/Android/launcherTemplate.gradle.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ba8a85b5f2e9c674c80059103c52b767 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: