fix: 修复条件编译和资源系统变更导致的代码问题
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@@ -1,8 +1,10 @@
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Localization;
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using UnityEngine.Localization.Settings;
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using UnityEngine.Localization.Tables;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace AibisDream.Framework
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{
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@@ -2,8 +2,10 @@
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using System.Collections.Generic;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using UnityEditor;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace AibisDream
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{
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@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AibisDream.Utility;
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using UnityEngine;
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using UnityEngine.Rendering;
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@@ -489,11 +489,11 @@ namespace AibisDream
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{
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// 尝试获取 prefab 的 addressable key
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var prefabSource = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(_visualInstance);
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if (prefabSource != null && ResourceKit.GetAssetAddressableKey(prefabSource, out string prefabPath))
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{
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Debug.Log($"SaveShape prefabPath: {prefabPath}");
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_blockShapeData.prefabPath = prefabPath;
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}
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// if (prefabSource != null && EditorKit.GetAssetAddressableKey(prefabSource, out string prefabPath))
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// {
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// Debug.Log($"SaveShape prefabPath: {prefabPath}");
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// _blockShapeData.prefabPath = prefabPath;
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// }
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}
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BlockPuzzleKit.SaveBlockShapeData(_blockShapeData, _blockShapeData.shapeName);
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@@ -9,7 +9,9 @@ using Unity.VisualScripting;
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using UnityEngine;
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using Object = UnityEngine.Object;
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using System.Globalization;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace AibisDream.Utility
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{
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@@ -1,4 +1,4 @@
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using System.IO;
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using System.IO;
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using UnityEngine;
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namespace AibisDream.Utility
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@@ -46,14 +46,12 @@ namespace AibisDream.Utility
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#region 资产
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public const string CutLinePrefabName = "CutLine";
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public const string CutLinePrefabName = "Prefab/CutLine";
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public const string TaskItemName = "Task Item Temp";
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public const string TaskItemName = "Prefab/TaskItem";
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public const string GearFollowerPrefabName = "GearFollower";
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public const string ScreenTextName = "Screen Text";
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public const string ActorPrefabName = "ActorAnima";
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public const string SpriteActorPrefabName = "SpriteActor";
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public const string ActorAnimaExPrefabName = "ActorAnimaEx";
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@@ -62,12 +60,10 @@ namespace AibisDream.Utility
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public const string MobileSprite = "SpriteMobileObject";
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public const string MobileObject = "PrefabMobileObject";
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public const string BubblePrefab = "NormalBubble";
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public const string BubblePrefab = "Prefab/NormalBubble";
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public const string PipelinePrefabAddress = "PipelinePrefab";
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public const string RecordPrefab = "RecordItem";
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public const string BlockShapePrefab = "BlockPuzzle/BlockShape";
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#endregion
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