From 7291dfb03106341e53d486bedaa5d93855b0efa0 Mon Sep 17 00:00:00 2001 From: Ding Yuntian <1491671119@qq.com> Date: Thu, 26 Mar 2026 14:12:41 +0800 Subject: [PATCH] =?UTF-8?q?docs:=20=E6=9B=B4=E6=96=B0=E8=B5=84=E6=BA=90?= =?UTF-8?q?=E5=8A=A0=E8=BD=BD=E4=B8=8E=E6=8F=90=E4=BA=A4=E8=A7=84=E8=8C=83?= =?UTF-8?q?=E6=96=87=E6=A1=A3=E8=AF=B4=E6=98=8E?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Made-with: Cursor --- CLAUDE.md | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/CLAUDE.md b/CLAUDE.md index 4cdd8becd..e994ff824 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -21,6 +21,7 @@ The project uses a custom modular framework with these key systems: - **EventSystemKit**: Decoupled event system for inter-system communication - **PoolKit**: Object pooling for performance optimization - **ResourceKit**: Asset loading and resource management + - **Note**: New code should use `ResourceSystem` (via Addressables), see [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for details - **SingletonKit**: Singleton base classes for managers - **StateMachineKit**: Game state management - **TimelineKit**: Timeline-based event sequencing @@ -168,7 +169,8 @@ For testing mechanics before Unity implementation: ## Performance Considerations - **Pooling**: Always use PoolKit for frequently instantiated objects (particles, UI elements) -- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops +- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops. + See [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for detailed specifications including Group/Key/Label naming and preloading strategies. - **Particle Systems**: Pool particle systems, limit overdraw in language particle game - **Audio**: Use object pooling for frequent SFX, FMOD for advanced audio @@ -177,4 +179,12 @@ For testing mechanics before Unity implementation: - 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 + +## Reference Documents + +- [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) - Addressables resource loading specifications, naming conventions, and performance optimization +- [Commit Convention](COMMIT_CONVENTION.md) - Git commit message format and branch naming rules + +--- + +*This document provides guidance for Claude Code when working with the AIBIS Dream codebase.*