test again
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@@ -33,22 +33,31 @@ public static class PackagingResetTool
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[MenuItem("Tools/Packaging/一键初始化打包设置(恢复默认)", false, 0)]
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public static void ResetForPackaging()
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{
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bool confirmed = EditorUtility.DisplayDialog(
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"一键初始化打包设置",
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"将执行以下重置(仅玩家进度,不改配置/解锁/技能配装):\n\n" +
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"1. 玩家:金币、材料、经验、等级清零\n" +
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"2. 英雄:经验、成长阶位、自动突破、等级锁、出战/完成/MVP 统计、入队日期清零\n" +
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"2.5 歌曲:游玩次数、累计时长、各难度成绩记录清零(歌曲解锁/谱面配置不动)\n" +
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"3. 装备:删除 " + GeneratedEquipmentFolder + " 下所有生成装备,清除英雄已装备引用\n" +
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"4. 商店:所有物品 purchasedCount、user_has_read 清零(限购配置 itemPurchaseQuota 不动)\n" +
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"5. 清理本机测试存档(.cache_bridge 货币/成长/经验瓶/突破材料/装备消耗品、player_rks、player_experience、player_skills、装备/商店存档,不含拥有权账本)与相关 PlayerPrefs\n\n" +
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"此操作会修改并保存资产文件,建议在版本控制下执行。是否继续?",
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"执行重置",
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"取消");
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bool isBatchMode = Application.isBatchMode;
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if (!confirmed)
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if (!isBatchMode)
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{
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return;
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bool confirmed = EditorUtility.DisplayDialog(
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"一键初始化打包设置",
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"将执行以下重置(仅玩家进度,不改配置/解锁/技能配装):\n\n" +
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"1. 玩家:金币、材料、经验、等级清零\n" +
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"2. 英雄:经验、成长阶位、自动突破、等级锁、出战/完成/MVP 统计、入队日期清零\n" +
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"2.5 歌曲:游玩次数、累计时长、各难度成绩记录清零(歌曲解锁/谱面配置不动)\n" +
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"3. 装备:删除 " + GeneratedEquipmentFolder + " 下所有生成装备,清除英雄已装备引用\n" +
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"4. 商店:所有物品 purchasedCount、user_has_read 清零(限购配置 itemPurchaseQuota 不动)\n" +
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"5. 清理本机测试存档(.cache_bridge 货币/成长/经验瓶/突破材料/装备消耗品、player_rks、player_experience、player_skills、装备/商店存档,不含拥有权账本)与相关 PlayerPrefs\n\n" +
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"此操作会修改并保存资产文件,建议在版本控制下执行。是否继续?",
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"执行重置",
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"取消");
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if (!confirmed)
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{
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return;
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}
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}
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else
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{
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Debug.Log("[PackagingReset] BatchMode 检测到,跳过确认弹窗,直接执行重置。");
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}
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var report = new StringBuilder();
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@@ -88,10 +97,13 @@ public static class PackagingResetTool
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: "打包初始化完成,但有 " + errors + " 处警告/错误,请查看下方明细。\n\n");
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Debug.Log("[PackagingReset]\n" + report);
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EditorUtility.DisplayDialog(
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errors == 0 ? "初始化完成" : "初始化完成(有警告)",
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report.ToString(),
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"好");
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if (!isBatchMode)
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{
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EditorUtility.DisplayDialog(
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errors == 0 ? "初始化完成" : "初始化完成(有警告)",
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report.ToString(),
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"好");
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}
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}
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private static int ResetPlayers(StringBuilder report)
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