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dingyuntian c7ce9f8e86 Merge branch 'develop' into 'master'
区域性调整

See merge request aibis-dream/aibis-dream!556
2025-09-23 07:52:48 +00:00
dingyuntian 14e12b55a5 Merge branch 'develop' into 'master'
Develop

See merge request aibis-dream/aibis-dream!551
2025-09-04 07:32:17 +00:00
3163 changed files with 241507 additions and 450479 deletions
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---
name: split-commit
description: 将当前未提交改动拆分为多个符合规范的原子提交
---
将当前未提交改动拆分为多个原子提交。执行前会分析变更、生成分组方案,经用户确认后逐组提交。
## 执行流程
### Step 1: 前置检查
1. **清理残留文件**:若存在 `msg.txt`,先 `rm -f msg.txt`
2. **读取规范**:确认 `COMMIT_CONVENTION.md` 存在且可读
### Step 2: 保护分支检查
保护分支列表(按优先级):`AGENTS.md` > `.cursor/rules/` > `.git/config branch.protected` > 默认(`master|main|develop`)
若当前在保护分支,询问用户:
- **A** - 创建 feature 分支后继续拆分(推荐)
- **B** - 转移到新分支后压成单提交
- **C** - 取消
### Step 3: 盘点变更
执行以下命令分析:
- `git status` - 整体状态
- `git diff --stat` - 文件统计
- `git diff` - 详细改动
- `git diff --cached` - 已暂存改动
### Step 4: 规则化分组
按"意图一致"原则分组,**优先按 type 分,再按 scope 分**。
**必须拆分的情况**
- 同一组可归属多个 type
- 同文件包含多个独立目的(如功能+重构)
- 资源替换与代码逻辑混合
**可以合并的情况**(最小拆分原则):
- 同一功能的多文件改动(脚本+Prefab)
- 同一模块的多个相关 Bug 修复
### Step 5: 生成方案表格
以表格形式展示拆分方案:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
|------|------|----------|--------|------|------|
| 1 | `路径` | 描述 | `type(scope): subject` | 原因 | `git add`/`git add -p` |
**Type 选择优先级**`fix` > `feat` > `art` > `audio` > `scene` > `yarn` > `perf|refactor|...`
**Scope 规则**:单模块用模块名(如 `blockpuzzle`),跨模块省略。
### Step 6: 用户确认
询问:`[Y 执行 / n 取消 / 提出调整]`
- 若调整:根据反馈修改方案,再次确认
- 若执行:进入 Step 7
- 若取消:清理并退出
### Step 7: 逐组提交
对每组执行:
1. `git add <file>``git add -p <file>`
2. 复查:`git diff --cached --stat``git diff --cached`
3. 写入 `msg.txt` 并提交:`git commit -F msg.txt`
4. 检查状态:`git status`
**失败处理**
- `git add -p` 跳过关键 hunk → 暂停,提示处理方案
- pre-commit hook 失败 → 询问 [R]重试 [S]跳过 [A]中止
### Step 8: 结果校验
输出:
1. `git log --oneline -<N>`
2. 回放清单(验证 type/scope/subject 合规性)
3. 若不合规,询问是否修正
### Step 9: 清理
`rm -f msg.txt`
---
## Unity 改动速查表
| 改动类型 | type | scope 示例 |
|----------|------|-----------|
| 脚本逻辑修复 | `fix` | `blockpuzzle`, `dialog` |
| 脚本新功能 | `feat` | `huoshan`, `clue` |
| 美术资源(贴图/模型/动画) | `art` | 对应模块或省略 |
| 音频资源 | `audio` | `audio-kit` 或省略 |
| 场景配置(灯光/镜头) | `scene` | 对应模块或省略 |
| Yarn 对话 | `yarn` | `dialog` |
| 测试代码 | `test` | 对应模块 |
---
## 规范校验清单(执行前检查)
- [ ] 格式:`<type>(<scope>): <subject>``<type>: <subject>`
- [ ] type ∈ {`feat`,`fix`,`art`,`audio`,`scene`,`yarn`,`perf`,`refactor`,`style`,`docs`,`build`,`chore`,`test`}
- [ ] subject:中文、动词开头、≤50字、无句号
- [ ] 一次提交只做一件事
---
## 中文提交方法
由于 PowerShell 中文乱码问题,统一使用文件方式:
```bash
echo "type(scope): 描述" > msg.txt
git commit -F msg.txt
rm -f msg.txt
```
---
## 关于 Pre-commit Hooks
若配置了 husky/lint-staged
- 每次提交都会触发检查
- 如需跳过(**不推荐**):`git commit -F msg.txt --no-verify`
- 跳过可能导致 CI 失败
---
开始执行请回复 **"开始"**,或告知需要的调整。
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# split-commit
将当前未提交改动拆分为多个原子提交。**不调用脚本**,严格按本文件执行,并与 `COMMIT_CONVENTION.md` 一致。
## 0. 前置检查
### 0.1 清理临时文件
若存在上次残留的 `msg.txt`,先删除:
```bash
rm -f msg.txt
```
### 0.2 读取规范(硬门槛)
执行前先读取并遵守 `COMMIT_CONVENTION.md`。若下列任一条件不满足,**不得提交**:
- 提交头必须是 `<type>(<scope>): <subject>``<type>: <subject>`
- `type` 必须在允许集合:`feat|fix|art|audio|scene|yarn|perf|refactor|style|docs|build|chore|test`
- `scope` 仅在单一模块改动时填写;多模块/全局改动可省略
- `subject` 必须中文、动词开头、不超过 50 字、不加句号
- 一次提交只做一件事(One commit, one purpose
## 1. 保护分支检查
检测当前是否在保护分支。保护分支列表按以下优先级获取:
1. 检查 `AGENTS.md``.cursor/rules/` 中是否有「保护分支」规则
2. 检查 `.git/config``branch.protected` 配置
3. 默认保护分支:`master`, `main`, `develop`
- 若当前不在保护分支:直接进入第 2 节
- 若在保护分支,给出选项:
- **[A]** 创建 feature 分支后继续拆分(推荐)
- **[B]** 转移到新分支后压成单提交,不拆分
- **[C]** 取消
执行细则:
- **A**`git stash push --include-untracked` -> `git checkout -b <branch>` -> `git stash pop`
- **B**:同上切新分支后,仅一次 `git add -A` + 一次提交(使用 `msg.txt`
- **C**:停止,恢复原始状态
## 2. 盘点变更
在仓库根执行:
1. `git status` - 确认整体状态
2. `git diff --stat` - 查看改动文件统计
3. `git diff` - 查看详细改动内容
4. `git diff --cached` - 查看已暂存的改动
目的:确认全部改动、识别 staged/unstaged、识别同文件多逻辑。
## 3. 规则化分组(先分组,后提交)
按"意图一致"分组,不按文件数量分组。
### 3.1 必须拆分触发条件
满足任一即必须拆:
- 同一组改动可归属多个 `type`
- 同一文件中包含多个独立目的(例如功能 + 重构)
- 涉及多个核心 scope 且可独立提交
- 资源替换与代码逻辑混在同一组
### 3.2 分组优先级
1. 先按变更目的区分:功能/修复/重构/测试/文档/资源
2. 再按模块 scope 细分:`blockpuzzle``dialog``scene-mgmt`
3. 同文件多逻辑必须标注 `git add -p`
### 3.3 最小拆分原则
避免过度拆分导致提交历史碎片化。以下情况**可以合并**:
- 同一功能的多文件改动(如新增脚本 + 对应 Prefab)
- 同一模块的多个 Bug 修复(如修复同一脚本的 3 个边界问题)
## 4. type/scope 决策规则
### 4.1 type 选择顺序
1. 修复已有缺陷 -> `fix`
2. 新增或增强行为 -> `feat`
3. 纯美术资源替换 -> `art`
4. 纯音频资源替换 -> `audio`
5. 纯场景/Prefab 布局与参数调整 -> `scene`
6. 纯 Yarn 文本/分支脚本 -> `yarn`
7. 其余按规范:`perf|refactor|style|docs|build|chore|test`
### 4.2 scope 规则
- 单模块改动:使用对应 scope(如 `blockpuzzle``fix-system``timeline-kit`
- 跨模块或全局改动:省略 scope(如 `chore: ...`
## 5. Unity 常见改动速查(type/scope 建议)
| 改动类型 | 推荐 type | scope 选择 |
| --- | --- | --- |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 逻辑修复 | `fix` | `blockpuzzle` |
| `Assets/Scripts/MiniGame/BlockPuzzle/` 新交互/新规则 | `feat` | `blockpuzzle` |
| 动画、贴图、模型、Spine 资源替换 | `art` | 对应系统 scope 或省略 |
| 音效、BGM、FMOD 资源调整 | `audio` | `audio-kit` 或省略 |
| `.unity` 灯光/后处理/镜头参数调整 | `scene` | 对应玩法 scope 或省略 |
| Yarn 文本与分支改动 | `yarn` | `dialog` |
| 仅测试代码改动 | `test` | 对应模块 scope |
## 6. 生成拆分方案并展示(必须含依据)
先产出表格,再等待用户确认。每一行必须包含:
- 顺序
- 文件集合
- 变更目的
- `type/scope/subject`
- 选择依据(为什么是这个 type/scope
- 暂存方式(`git add``git add -p`
示例:
| 顺序 | 文件 | 变更目的 | 提交头 | 依据 | 方式 |
| --- | --- | --- | --- | --- | --- |
| 1 | `Assets/Scripts/MiniGame/BlockPuzzle/Class/ShapeDragger.cs` | 修复拖拽边界判定 | `fix(blockpuzzle): 修复方块拖拽越界判定错误` | 已有行为修复,单模块 | `git add -p` |
| 2 | `Assets/Prefabs/BlockPuzzle/*.prefab` | 调整拼图视觉资源 | `art(blockpuzzle): 更新方块拼图组件预制体表现` | 纯资源替换 | `git add` |
## 7. 提交消息校验(执行前最后守卫)
每组提交前逐条校验:
1. 格式:`<type>(<scope>): <subject>``<type>: <subject>`
2. `type` 在允许集合
3. `scope` 合法或省略合理
4. `subject` 中文、动词开头、<=50 字、无句号
5. body/footer 仅在需要时添加:
- 需要解释原因/影响时加 body
- 关联 issue 或破坏性变更时加 footer
任一不通过:先改消息,不执行 commit。
## 8. 用户确认后执行
先询问:是否按该拆分执行?`[Y 执行 / n 取消 / 提出调整]`
用户确认后逐组执行:
1. 按方案 `git add``git add -p`
2. 复查本组暂存:`git diff --cached --stat` + `git diff --cached`
3. 使用 `msg.txt` 提交(见第 10 节)
4. 提交后检查工作区状态:`git status`
### 失败处理机制
- **若 `git add -p` 中用户跳过关键 hunk**:暂停执行,提示剩余改动如何处理
- **若提交失败(如 pre-commit hook 拒绝)**
- 显示失败原因
- 询问:[R] 重试 / [S] 跳过本组 / [A] 中止全部
- 若选择中止,确保工作区恢复到执行前状态
## 9. 全部完成后的结果校验与回放
全部提交结束后必须输出:
1. `git log --oneline -<N>`N=本次新增提交数)
2. 回放清单(每条提交是否符合规范):
- type 是否合法
- scope 是否合理
- subject 是否满足中文动词开头规则
3. 若发现不合规,明确说明并询问是否修正(`git commit --amend``git rebase -i`
## 10. 中文提交消息写入方式(固定)
PowerShell 5.1 下 `git commit -m "中文"` 可能乱码。统一使用:
```bash
# 1. 在仓库根写 UTF-8 编码 msg.txt
echo "feat(blockpuzzle): 添加方块旋转功能" > msg.txt
# 2. 使用文件提交
git commit -F msg.txt
# 3. 删除临时文件
rm -f msg.txt
```
## 11. 关于 Pre-commit Hooks
若项目配置了 pre-commit hook(如 husky、lint-staged):
- 每次提交都会触发 hook 检查
- 若 hook 执行较慢(如运行全量测试),拆分提交会变慢
- 如需跳过 hook(**不推荐,仅在紧急修复时**):`git commit -F msg.txt --no-verify`
- **警告**:跳过 hook 可能引入未检查的问题,后续 CI 可能失败
## 12. 工作目录
所有命令必须在仓库根执行。
## 13. 快速参考:常见场景处理
### 场景 A:同文件包含功能和重构
```bash
# 先提交功能改动
git add -p <file> # 只选择功能相关的 hunk
git commit -F msg.txt # feat: ...
# 再提交重构
git add -p <file> # 选择重构相关的 hunk
git commit -F msg.txt # refactor: ...
```
### 场景 B:误操作后的恢复
```bash
# 若某次提交后发现错误,撤销最后一次提交但保留改动
git reset --soft HEAD~1
# 然后重新分组提交
# 若需要完全放弃本次拆分的所有提交(谨慎使用)
git reset --hard ORIG_HEAD
```
### 场景 C:中途取消
```bash
# 若在第 8 步中途需要取消
git reset HEAD # 取消暂存
git checkout -- . # 恢复工作区(会丢失未提交改动,谨慎)
rm -f msg.txt # 清理临时文件
```
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{
"mcpServers": {
"unityMCP": {
"url": "http://localhost:8080/mcp"
}
}
}
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---
description: Unity 调试信息与 Gizmo 可视化规范
globs: **/*.cs
alwaysApply: false
---
# Unity 调试与可视化规范
编写 MonoBehaviour 或与场景交互的脚本时,应添加合适的调试信息与可视化 Gizmo,便于编辑器内调试与问题定位。
## 1. Gizmo 可视化
### 何时添加
- **空间/范围相关**:中心点、半径、边界框、射线、碰撞区域
- **路径/轨道**:环形轨道、移动路径、连线
- **状态可视化**:当前朝向、选中高亮、有效/无效区域
### 建议
- 用 `OnDrawGizmosSelected()`:仅在选中对象时绘制,减少干扰
- 用 `OnDrawGizmos()`:需始终可见的辅助线(如重要边界)
- 使用 `#if UNITY_EDITOR` 包裹 Gizmo 代码,避免打进构建
- 颜色区分:绿色/青绿=有效/正常,黄/橙=参考点,红=警告/边界
### 示例
```csharp
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (ringCenter == null) return;
float r = ringRadius > 0f ? ringRadius : /* 从 transform 计算 */;
if (r < 0.01f) return;
Vector3 center = ringCenter.position;
Gizmos.color = new Color(0.3f, 0.9f, 0.55f, 0.6f);
// 绘制圆环轨迹
const int segments = 64;
for (int i = 0; i < segments; i++)
{
float a0 = (float)i / segments * 2f * Mathf.PI;
float a1 = (float)(i + 1) / segments * 2f * Mathf.PI;
Vector3 p0 = center + new Vector3(Mathf.Cos(a0) * r, Mathf.Sin(a0) * r, center.z);
Vector3 p1 = center + new Vector3(Mathf.Cos(a1) * r, Mathf.Sin(a1) * r, center.z);
Gizmos.DrawLine(p0, p1);
}
Gizmos.color = new Color(1f, 0.5f, 0f, 0.8f);
Gizmos.DrawWireSphere(center, 0.05f);
}
#endif
```
## 2. 调试日志
### 何时添加
- **配置缺失**:关键引用为 null 时用 `Debug.LogWarning` 提示
- **异常分支**:不应进入的逻辑用 `Debug.LogError`
- **状态切换**:可选,重要状态变化用 `Debug.Log`(建议配合 `[Conditional("UNITY_EDITOR")]` 或 `#if UNITY_EDITOR` 限制编辑器内)
### 建议
- 使用 `this` 作为 context 参数,方便 Inspector 中定位对象
- 避免每帧/高频调用 `Debug.Log`,影响性能
### 示例
```csharp
#if UNITY_EDITOR
if (interactionCollider == null)
{
Debug.LogWarning($"[{GetType().Name}] 未找到 Collider2D!请添加或指定 interactionCollider。", this);
}
#endif
```
## 3. 可选:Inspector 开关
对复杂 Gizmo 或大量日志,可在 Inspector 中加 Bool 开关:
```csharp
[Header("调试")]
[SerializeField] private bool showDebugGizmo = true;
[SerializeField] private bool enableDebugLog = false;
```
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---
description: YARN 修改时保留本地化信息 #line
globs: "**/*.yarn"
alwaysApply: false
---
# YARN 本地化标识符保护
修改 YARN 对话文件时,**不要动任何 `#line:` 相关的内容**。
## 说明
`#line:` 后跟的哈希值(如 `#line:018dc78`)是 YARN Spinner 的本地化行标识符,用于与 `*_zh-Hans.asset` 等本地化资源文件关联。修改或删除会导致:
- 已有翻译无法正确匹配
- 本地化系统失效或错乱
- 需要重新导出/重新翻译
## 格式示例
```
me: 我需要看看情绪信号在【滤波器】处理时发生了什么 #line:046cf9e
->开始追踪情绪信号 #line:0443e38
Task: 检查滤波器处理链路 #line:018dc78
```
## 修改规则
- **可修改**:对话内容、节点标题、命令、选项文本
- **不可修改**`#line:xxxxxxxx` 整段、其位置、哈希值
- 新增行或节点:不要手动添加 `#line`,留给 YARN Spinner 工具自动生成
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---
name: frontend-design
description: Create distinctive, production-grade frontend interfaces with high design quality. Use when building web components, pages, applications, landing pages, dashboards, React/Vue components, HTML/CSS layouts, or when styling/beautifying any web UI. Avoids generic AI aesthetics.
---
# Frontend Design Skill
创建具有鲜明美学、生产级质量的前端界面,避免千篇一律的「AI 风格」。在用户要求构建 web 组件、页面、应用或美化 UI 时应用本 skill。
## Design Thinking(先思考再编码)
在动手前,明确上下文并选定 **大胆** 的美学方向:
| 维度 | 思考点 |
|------|--------|
| **Purpose** | 界面解决什么问题?谁在使用? |
| **Tone** | 选一个极端方向:极简、混乱极繁、复古未来、有机/自然、奢华、玩具感、杂志风、粗犷/原始、Art Deco、柔和/粉彩、工业风等 |
| **Constraints** | 框架、性能、无障碍要求 |
| **Differentiation** | 什么让这个界面 **难忘**?用户会记住哪一点? |
**关键**:选定清晰的概念方向并精准执行。极繁与极简都可行——重要的是意图明确,而非强度。
## Aesthetics Guidelines
### Typography
- 选用独特、有性格的字体,避免 Arial、Inter 等常见款
- 用醒目的 display 字体 + 细腻的正文字体做搭配
### Color & Theme
- 建立 cohesive 配色系统,用 CSS 变量统一样式
- 主导色 + 鲜明强调色,优于平均分布的中庸调色板
### Motion
- 动画用于效果和微交互;HTML 优先用纯 CSS
- React 项目可考虑 Motion 库
- 把资源集中在高影响瞬间:一次有层次感的页面加载(staggered reveals)胜过零散的小动效
### Spatial Composition
- 尝试非常规布局:不对称、重叠、斜向流、打破网格、留白或密度控制
### Backgrounds & Details
- 营造氛围和层次,而非默认纯色背景
- 可选用:渐变网格、噪点纹理、几何图案、分层透明、强阴影、装饰边框、自定义光标、grain 叠加
## Anti-Patterns(必须避免)
**Never use**
- 滥用的字体(Inter、Roboto、Arial、系统字体)
- 陈词滥调的配色(尤其是白底紫渐变)
- 可预测的布局和组件模式
- 缺乏情境的通用设计
- 跨项目一律用 Space Grotesk 等常见选择
**重要**:实现复杂度要与美学愿景匹配。极繁需要丰富的代码、动画和效果;极简需要克制、精确和细节打磨。
## Output Requirements
最终实现需:
- 生产级、功能完整
- 视觉冲击力强、有记忆点
- 美学统一、观点明确
- 细节精心打磨
创造性地解读需求,做出令人意外的选择。每个设计都应独一无二,体现对场景的专门思考。
@@ -1,68 +0,0 @@
---
name: yarn-dialogue-role-config
description: Use when 配置对话角色、新增 role、添加 Yarn 角色、character.csv、为模块配置角色、对话 speaker. Guides adding entries to character.csv and using the Key in Yarn dialogue files.
---
# Yarn 对话角色配置
为项目新增对话角色时,需要同时配置 `character.csv` 和在 Yarn 文件中使用对应的 speaker。
## 1. character.csv 新增一行
路径:`Assets/StreamingAssets/Config/character.csv`
CSV 列(从左到右):
| 列 | 说明 | 示例 |
|----|------|------|
| Key | **必填**Yarn 中作为 speaker 的 key,需与 Yarn 内完全一致 | `SaleModule` |
| Cn | 显示名,支持 `<br>` 换行 | `销售型<br>销售语言处理模块` |
| (第3列) | 英文/备用名,可空 | |
| DialogViewType | 显示位置:`Default``Screen``OldBox``CenterText``CenterOption` 等 | `Default``Screen` |
| Role | 人物角色:`Player``MainActor``Aside` | `Aside` |
| NameColor | 名称颜色,如 `#F56C6C`,可空 | |
| HeadPicPath | 头像路径,可空 | |
| VoicePath | 语音路径,如 `VO/voice_XX`,可空 | |
| BubbleIdx | 气泡序号,默认 0 | |
参考现有行格式,插入到合适位置(如与其他模块角色放一起)。
## 2. Yarn 中使用
对话行格式:`Key: 对话内容`
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
```
Key 必须与 character.csv 中的 Key 完全一致,否则会按 key 原样显示或找不到配置。
## 3. 修改 Yarn 时的注意
- 遵循 `.cursor/rules/yarn-localization.mdc`**不要动 `#line:` 及哈希值**
- 可改:对话内容、 speaker key、节点标题
- 不可改:`#line:xxxxxxxx` 整段
- 新增行:不手动写 `#line`,由 YARN Spinner 自动生成
## 4. 完整示例
为「销售模块」新增专用角色:
**character.csv 新增:**
```csv
SaleModule,销售型<br>销售语言处理模块,Sales type sales language processing module,Screen,Aside,#F56C6C,,,
```
**Yarn 中替换/使用:**
```
SaleModule: 已与销售模块建立连接!
SaleModule: 信号接受正常,信号来源:
SaleModule: 情绪模块,逻辑模块
```
## 5. 本地化
修改 speaker 后,`*_zh-Hans.asset` 等本地化文件中的旧 key 可能仍存在。可:
- 在 Unity 中重新导入 Yarn 项目的 String Table
- 或手动更新对应条目中的角色名
+1 -5
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@@ -74,8 +74,4 @@
*.ogg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.psb filter=lfs diff=lfs merge=lfs -text
*.bank filter=lfs diff=lfs merge=lfs -text
# DOTween editor images - exclude from LFS (stored as regular binaries, Unity re-import causes false changes)
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.png -filter -diff -merge
Assets/Plugins/Demigiant/DOTween/Editor/Imgs/*.jpg -filter -diff -merge
*.bank filter=lfs diff=lfs merge=lfs -text
+1 -10
View File
@@ -1,4 +1,4 @@
# This .gitignore file should be placed at the root of your Unity project directory
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
@@ -27,9 +27,6 @@
.vs/
.idea/
# Obsidian workspace/config
.obsidian/
# Gradle cache directory
.gradle/
@@ -88,9 +85,6 @@ crashlytics-build.properties
# Ignore the Cache folder since it is updated locally.
/[Aa]ssets/Plugins/FMOD/Cache/*
# TimelineNameCollector editor cache (regenerated on scan)
/[Aa]ssets/[Ee]ditor/TimelineNameCollector/Cache/*
# 暂时把bank放到Stream里,不忽略
# Ignore bank files in the StreamingAssets folder.
/[Aa]ssets/StreamingAssets/**/*.bank
@@ -100,9 +94,6 @@ crashlytics-build.properties
# Log files can be ignored.
fmod_editor.log
# Claude本地文件
.claude/*.local.*
# 排除Sim的自动保存
.history/*
**/.history/*
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