chore: 资源组织规范
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# CLAUDE.md
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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- **EventSystemKit**: Decoupled event system for inter-system communication
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- **PoolKit**: Object pooling for performance optimization
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- **ResourceKit**: Asset loading and resource management
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- **Note**: New code should use `ResourceSystem` (via Addressables), see [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for details
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- **Note**: New code should use `ResourceSystem` (via Addressables), see [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for details. **Where assets live on disk** (e.g. `GameContent/`, `Narrative/`) is defined in [Resource Management Spec](Docs/ResourceManagementSpec.md).
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- **SingletonKit**: Singleton base classes for managers
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- **StateMachineKit**: Game state management
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- **TimelineKit**: Timeline-based event sequencing
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### Yarn Dialogue Files
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Located in `Assets/Resources/Yarn/`, organized by character and day:
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- Each character has their own folder
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- Files follow pattern: `{Character}_{Stage}.yarn`
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Target layout and co-location with Dialog localization tables: [Resource Management Spec](Docs/ResourceManagementSpec.md) (`Assets/Narrative/Yarn/`, `Assets/Narrative/Localization/`). Legacy paths may still include `Assets/Resources/Yarn/` during migration.
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Convention for file naming and UTF-8:
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- Organize by narrative module / character and day as the project requires
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- Files often follow pattern: `{Character}_{Stage}.yarn`
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- Use UTF-8 encoding for Chinese text support
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### Asset Naming Conventions
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## Reference Documents
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- [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) - Addressables resource loading specifications, naming conventions, and performance optimization
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- [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) - How to load assets: `ResourceSystem`, Addressables Key/Group/Label, lifecycle and performance
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- [Resource Management Spec](Docs/ResourceManagementSpec.md) - Where to place assets: `GameContent/`, `Narrative/` (Yarn + Dialog tables), `_Archive/`, and exceptions (distinct from loading mechanics above)
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- [Commit Convention](COMMIT_CONVENTION.md) - Git commit message format and branch naming rules
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---
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