docs(项目): 项目上下文改为中文

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# CLAUDE.md
Shared project context for **Claude Code** and **Cursor**. Both tools auto-load this file at conversation start.
Claude Code 与 Cursor 的项目上下文,对话开始时自动加载。
## Project Overview
## 项目概览
AIBIS Dream (also known as "AllOurBrokenParts") is a Unity-based narrative adventure game with investigative elements. The project uses Yarn Spinner for dialogue, features a custom framework with modular systems, and includes multiple mini-games (notably the HuoShan/Volcano language particle system).
AIBIS Dream(又名 AllOurBrokenParts)是一款基于 Unity 的叙事冒险游戏,带有调查元素。使用 Yarn Spinner 管理对话,采用自定义模块化框架,包含多个小游戏(核心之一是火山 HuoShan 的语言粒子系统)。
**Unity Version:** Unity 2022.3.x LTS (Universal Render Pipeline)
**Unity 版本:** Unity 2022.3.x LTSUniversal Render Pipeline
## Architecture
## 架构
### Core Framework (Assets/Scripts/Framework/)
### 核心框架(Assets/Scripts/Framework/
The project uses a custom modular framework with these key systems:
- **ActionKit**:动作序列与命令模式
- **AudioKit**:音频管理与音效
- **Config**:配置与设置
- **Core**:核心系统与工具
- **EventSystemKit**:解耦事件系统
- **PoolKit**:对象池
- **ResourceKit**:资源加载
- **SingletonKit**:单例基类
- **StateMachineKit**:状态机
- **TimelineKit**Timeline 事件序列
- **ActionKit**: Action sequencing and command pattern implementation
- **AudioKit**: Audio management and sound effect system
- **Config**: Game configuration and settings management
- **Core**: Core game systems and utilities
- **EventSystemKit**: Decoupled event system for inter-system communication
- **PoolKit**: Object pooling for performance optimization
- **ResourceKit**: Asset loading and resource management
- **SingletonKit**: Singleton base classes for managers
- **StateMachineKit**: Game state management
- **TimelineKit**: Timeline-based event sequencing
### 主要游戏系统
### Key Game Systems
- **Dialog System**Assets/Scripts/Dialog System/):Yarn Spinner 对话
- **Clue System**Assets/Scripts/Clue/):调查与证据收集
- **MiniGame System**Assets/Scripts/MiniGame/):小游戏框架
- **HuoShan(火山)**:语言粒子系统,用于情绪表达玩法
- **SceneManagement**:场景与流程
- **FixSystem**:互动维修/解谜
- **Dialog System** (Assets/Scripts/Dialog System/): Yarn Spinner integration for narrative flow
- **Clue System** (Assets/Scripts/Clue/): Investigation and evidence collection mechanics
- **MiniGame System** (Assets/Scripts/MiniGame/): Modular mini-game framework
- **HuoShan** (Volcano): Language particle system for emotional expression gameplay
- **SceneManagement**: Scene flow control and transitions
- **FixSystem**: Interactive repair/puzzle mechanics
### Web 原型
### Web Prototypes
位于 `web-prototype/``WebPrototype/`,用于在 Unity 实现前验证玩法。
Located in `web-prototype/` and `WebPrototype/` directories, these contain HTML/JavaScript prototypes for testing game mechanics before Unity implementation.
### 设计文档(Docs
### Design Documentation
**任何开发工作,按需阅读对应的设计文档。** 文档采用单源真相,定义只维护一份。
Located in `Docs/`, scenario design documents for character repair flows:
- `Docs/HuoShan/` - 火山维修场景,单源索引见 `INDEX.md`,核心在 `core/`,探索在 `_branches/`
| 索引 | 说明 |
|------|------|
| `Docs/HuoShan/INDEX.md` | 火山文档入口 |
## Key Development Commands
## 常用开发命令
### Unity Build Process
### Unity 构建
```bash
# Build for Windows (64-bit)
# Windows 64-bit
"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -buildWindows64Player "Build/AIBIS_Dream.exe" -logFile Build/log.txt
# Build for WebGL
# WebGL
"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -executeMethod BuildScript.WebGL -logFile Build/webgl_log.txt
```
### Asset Import and Generation
### 资源与工程
```bash
# Regenerate solution files (Visual Studio)
# 重新生成 Visual Studio 工程
Assets\Open C# Project.regenerate-sln.bat
# Refresh asset database
# (Use Unity Editor menu: Assets > Refresh or Ctrl+R)
# 刷新资源库:菜单 Assets > Refresh 或 Ctrl+R
```
## Critical Dependencies
## 关键依赖
### Unity Packages (via Package Manager)
- **Yarn Spinner**: Dialogue system (dev.yarnspinner.unity)
- **TextMesh Pro**: Text rendering and typography
- **Universal Render Pipeline**: Graphics rendering
- **2D Animation**: Sprite-based animation tools
- **Cinemachine**: Camera system
- **Timeline**: Cinematic sequencing
- **Localization**: Multi-language support
### Unity
### Third-Party Assets
- **More Mountains Feedbacks**: Game feel and feedback system
- **FMOD**: Advanced audio engine
- **DOTween**: Tweening and animation
- **Shapes**: Vector graphics and shapes rendering
- **QFramework**: Additional utility framework
- **Destructible 2D**: 2D destruction mechanics
- Yarn Spinner、TextMesh Pro、URP、2D Animation、Cinemachine、Timeline、Localization
## Development Guidelines
### 第三方资源
### Code Organization
- More Mountains Feedbacks、FMOD、DOTween、Shapes、QFramework、Destructible 2D
1. **Modular Systems**: Each major system should be self-contained in its own folder under `Assets/Scripts/`
2. **Kit Pattern**: Reusable utilities go in `Framework/` with "Kit" suffix
3. **Manager Classes**: Use Singleton pattern for global managers (derived from `SingletonKit`)
4. **Component Design**: Favor composition over inheritance for game objects
## 开发规范
### Scene Structure
### 代码组织
- Scenes are located in `Assets/Scenes/`
- Main scenes use naming convention: `{Character}_{Day}{Time}` (e.g., `Fiction_Day1_begin`)
- Mini-game scenes start with prefix: `HuoShan*`, `languageTest*`, etc.
- Always configure scenes in `EditorBuildSettings` for proper loading
1. 各系统放在 `Assets/Scripts/` 下独立文件夹
2. 可复用工具以 Kit 后缀放在 `Framework/`
3. 全局管理类使用 Singleton
4. 组件优先于继承
### Yarn Dialogue Files
### 场景结构
Located in `Assets/Resources/Yarn/`, organized by character and day:
- Each character has their own folder
- Files follow pattern: `{Character}_{Stage}.yarn`
- Use UTF-8 encoding for Chinese text support
- 场景在 `Assets/Scenes/`
- 主场景命名:`{角色}_{Day}{时间}`(如 `Fiction_Day1_begin`
- 小游戏场景:`HuoShan*``languageTest*`
- 需加入 EditorBuildSettings
### Asset Naming Conventions
### Yarn 对话文件
- **Scripts**: PascalCase with component purpose (e.g., `DialogController.cs`)
- **Prefabs**: PascalCase with type suffix (e.g., `ClueItem.prefab`)
- **Scenes**: Snake_Case with descriptive names
- **Resources**: Organize by system/type in `Assets/Resources/`
- 位于 `Assets/Resources/Yarn/`,按角色与日期组织
- 文件命名:`{角色}_{阶段}.yarn`
- 使用 UTF-8
## Important Configuration
### 资源命名
### Editor Settings
- **Text Encoding**: All text files must use UTF-8 (especially for Chinese)
- **Line Endings**: Windows (CRLF) for C# files, but be consistent
- **Visual Studio**: Use provided `.sln` and `.csproj` files
- **脚本**PascalCase,带用途(如 `DialogController.cs`
- **Prefab**PascalCase 加类型后缀
- **场景**Snake_Case
- **Resources**:按系统/类型分组
### Build Settings
- **Target Platform**: Primarily Windows and WebGL
- **Scripting Backend**: IL2CPP for Windows, Emscripten for WebGL
- **API Compatibility**: .NET Standard 2.1
## 配置要点
### Git Configuration
- **LFS**: Used for large binary assets (.unity, textures, audio)
- **Ignored**: Library/, Temp/, Logs/, Build/, *.csproj.user
### 编辑器
## Testing and Iteration
- 文本编码:UTF-8(尤其中文)
- 行尾:C# 使用 Windows (CRLF),保持一致
### Running Individual Mini-Games
### 构建
Most mini-genes can be tested independently by opening their specific scene:
- HuoShan Language Game: `Assets/Scenes/languageTest.unity`
- HuoShan Fix Scene: `Assets/Scenes/HuoShanFixScene.unity`
- Expression Test: `Assets/Scenes/HuoShanExpressionTest.unity`
- 平台:Windows、WebGL
- Scripting BackendIL2CPPWindows)、EmscriptenWebGL
- API.NET Standard 2.1
### Web Prototyping
### Git
For testing mechanics before Unity implementation:
1. Create HTML/JS prototype in `web-prototype/`
2. Use similar logic to planned Unity implementation
3. Test in browser for rapid iteration
- LFS:大文件(.unity、贴图、音频)
- 忽略:Library/、Temp/、Logs/、Build/、*.csproj.user
## Common Development Tasks
## 测试与迭代
### Adding a New Mini-Game
### 小游戏独立测试
1. Create folder in `Assets/Scripts/MiniGame/{GameName}/`
2. Implement game logic using Framework kits
3. Create test scene in `Assets/Scenes/{GameName}Test.unity`
4. Add required assets to `Assets/Resources/{GameName}/`
5. Document in `README_{GameName}.md`
- 火山语言游戏:`Assets/Scenes/languageTest.unity`
- 火山维修:`Assets/Scenes/HuoShanFixScene.unity`
- 表情测试:`Assets/Scenes/HuoShanExpressionTest.unity`
### Adding Yarn Dialogue
### Web 原型
1. Create `.yarn` file in appropriate `Assets/Resources/Yarn/{Character}/` folder
2. Add file to Resources using Unity's `Resources.Load` system
3. Reference in scene's `DialogueRunner` component
4. Test with `DialogueController`
1. `web-prototype/` 建 HTML/JS 原型
2. 逻辑与 Unity 实现保持一致
3. 浏览器快速验证
### Debugging Tips
## 常见任务
- Use `LogKit` for consistent logging with categories
- Enable verbose logging in `ProjectSettings/LogKit`
- Use Unity's frame debugger for rendering issues
- Profile with Unity Profiler, especially for mini-games with many particles
### 新增小游戏
## Performance Considerations
1. 建文件夹 `Assets/Scripts/MiniGame/{名称}/`
2. 用 Framework 实现逻辑
3. 建测试场景 `{名称}Test.unity`
4. 资源放 `Assets/Resources/{名称}/`
5.`README_{名称}.md` 中记录
- **Pooling**: Always use PoolKit for frequently instantiated objects (particles, UI elements)
- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops
- **Particle Systems**: Pool particle systems, limit overdraw in language particle game
- **Audio**: Use object pooling for frequent SFX, FMOD for advanced audio
### 添加 Yarn 对话
## Important Notes
1.`Assets/Resources/Yarn/{角色}/``.yarn`
2. 通过 Resources.Load 加载
3. 挂到场景的 DialogueRunner
4. 用 DialogueController 测试
- This is a narrative-focused game - ensure dialogue and story take precedence
- The HuoShan language particle system is a core feature - changes should maintain the emotional expression mechanics
- Web prototypes are for testing only - production code must be in Unity/C#
- Maintain compatibility with both Windows and WebGL builds
### 调试
- LogKit 做分类日志
- ProjectSettings/LogKit 可调详细级别
- 粒子多时用 Unity Profiler 排查
## 性能
- 频繁创建对象用 PoolKit
- 资源加载用 ResourceKit 异步
- 粒子系统注意 overdraw
- 音效用池,复杂音频用 FMOD
## 重要提醒
- 以叙事为核心,对话和剧情优先
- 火山语言粒子是核心玩法,改动需保持情绪表达逻辑
- Web 原型仅供验证,正式实现用 Unity/C#
- 保持 Windows 与 WebGL 兼容
- **开发前按需读 `Docs/` 下对应索引,避免与设计偏离**