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docs(docs): 统一中文文档导航与语义化链接文案
- 更新 docs 站点中 abstractions、source-generators、api-reference 的导航文案,使其与 landing page 入口一致 - 补充遗漏的源码生成器 sidebar 条目,并本地化抽象层与 API 参考的侧边栏标签 - 修复 ECS、Game、Godot 文档中的路径式可见链接标签,改为读者可理解的语义化名称
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@ -117,9 +117,9 @@ export default defineConfig({
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items: [
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{ text: 'ECS', link: '/zh-CN/ecs/' },
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{ text: '抽象接口', link: '/zh-CN/abstractions/' },
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{ text: '源码生成器', link: '/zh-CN/source-generators' },
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{ text: '源码生成器', link: '/zh-CN/source-generators/' },
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{ text: '最佳实践', link: '/zh-CN/best-practices/' },
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{ text: 'API 参考', link: '/zh-CN/api-reference' },
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{ text: 'API 参考', link: '/zh-CN/api-reference/' },
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{ text: '常见问题', link: '/zh-CN/faq' },
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{ text: '故障排查', link: '/zh-CN/troubleshooting' },
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{ text: '贡献指南', link: '/zh-CN/contributing' },
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@ -248,14 +248,18 @@ export default defineConfig({
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items: [
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{ text: '概览', link: '/zh-CN/source-generators/' },
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{ text: '日志生成器', link: '/zh-CN/source-generators/logging-generator' },
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{ text: '枚举扩展', link: '/zh-CN/source-generators/enum-generator' },
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{ text: '枚举生成器', link: '/zh-CN/source-generators/enum-generator' },
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{ text: 'ContextAware 生成器', link: '/zh-CN/source-generators/context-aware-generator' },
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{ text: 'Priority 生成器', link: '/zh-CN/source-generators/priority-generator' },
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{ text: 'Context Get 注入', link: '/zh-CN/source-generators/context-get-generator' },
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{ text: 'CQRS Handler Registry', link: '/zh-CN/source-generators/cqrs-handler-registry-generator' },
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{ text: 'Godot 项目元数据', link: '/zh-CN/source-generators/godot-project-generator' },
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{ text: 'ContextGet 生成器', link: '/zh-CN/source-generators/context-get-generator' },
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{ text: '模块自动注册生成器', link: '/zh-CN/source-generators/auto-register-module-generator' },
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{ text: 'CQRS Handler Registry 生成器', link: '/zh-CN/source-generators/cqrs-handler-registry-generator' },
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{ text: 'Godot 项目生成器', link: '/zh-CN/source-generators/godot-project-generator' },
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{ text: 'GetNode 生成器 (Godot)', link: '/zh-CN/source-generators/get-node-generator' },
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{ text: 'BindNodeSignal 生成器 (Godot)', link: '/zh-CN/source-generators/bind-node-signal-generator' }
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{ text: 'BindNodeSignal 生成器 (Godot)', link: '/zh-CN/source-generators/bind-node-signal-generator' },
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{ text: 'AutoUiPage 生成器', link: '/zh-CN/source-generators/auto-ui-page-generator' },
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{ text: 'AutoScene 生成器', link: '/zh-CN/source-generators/auto-scene-generator' },
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{ text: 'AutoRegisterExportedCollections 生成器', link: '/zh-CN/source-generators/auto-register-exported-collections-generator' }
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]
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}
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],
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@ -264,9 +268,25 @@ export default defineConfig({
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{
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text: '抽象接口',
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items: [
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{ text: 'Core Abstractions', link: '/zh-CN/abstractions/core-abstractions' },
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{ text: 'Game Abstractions', link: '/zh-CN/abstractions/game-abstractions' },
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{ text: 'Ecs.Arch Abstractions', link: '/zh-CN/abstractions/ecs-arch-abstractions' }
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{ text: '概览', link: '/zh-CN/abstractions/' },
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{ text: 'Core 抽象层说明', link: '/zh-CN/abstractions/core-abstractions' },
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{ text: 'Game 抽象层说明', link: '/zh-CN/abstractions/game-abstractions' },
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{ text: 'Ecs.Arch 抽象层说明', link: '/zh-CN/abstractions/ecs-arch-abstractions' }
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]
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}
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],
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'/zh-CN/api-reference/': [
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{
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text: 'API 参考',
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items: [
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{ text: '概览', link: '/zh-CN/api-reference/' },
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{ text: 'Core 栏目', link: '/zh-CN/core/' },
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{ text: 'Game 模块总览', link: '/zh-CN/game/' },
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{ text: 'Godot 模块总览', link: '/zh-CN/godot/' },
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{ text: 'ECS 模块总览', link: '/zh-CN/ecs/' },
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{ text: '抽象接口', link: '/zh-CN/abstractions/' },
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{ text: '源码生成器', link: '/zh-CN/source-generators/' }
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]
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}
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],
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@ -18,7 +18,7 @@ description: GFramework.Ecs.Arch 的默认运行时装配路径、系统桥接
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- 使用仓库自带的 `Position`、`Velocity`、`MovementSystem` 最小示例
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如果你只想保留共享边界,而不依赖默认实现,请改看
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[`../abstractions/ecs-arch-abstractions.md`](../abstractions/ecs-arch-abstractions.md)。
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[ECS 抽象层说明](../abstractions/ecs-arch-abstractions.md)。
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## 最小接入路径
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@ -146,7 +146,7 @@ var restored = serializer.Deserialize(json, data.GetType());
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- `Game.SourceGenerators + YamlConfigLoader`
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- 负责 schema 驱动的配置表生成与 YAML 读取
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如果你的目标是静态内容配置表,而不是运行时持久化对象,请改看 [`config-system.md`](./config-system.md)。
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如果你的目标是静态内容配置表,而不是运行时持久化对象,请改看 [配置系统](./config-system.md)。
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## 当前边界
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@ -195,7 +195,7 @@ await settingsModel.SaveAllAsync();
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- `SettingsModel<TRepository>` 负责数据生命周期,`SettingsSystem` 负责系统级调用入口;两者不要混成一个巨型服务
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- applicator 决定“怎么把数据应用到宿主”,repository 决定“怎么保存数据”,两层职责不要互相侵入
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- 设置迁移和存档迁移是两条不同管线;后者看 [`data.md`](./data.md) 里的 `SaveRepository<TSaveData>`
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- 设置迁移和存档迁移是两条不同管线;后者看 [数据与存档系统](./data.md) 里的 `SaveRepository<TSaveData>`
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## 继续阅读
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@ -161,8 +161,8 @@ var cacheStorage = new ScopedStorage(rootStorage, "runtime-cache");
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也就是说:
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- 业务层如果想保存一份独立数据,优先看 [`data.md`](./data.md)
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- 业务层如果想保存设置,优先看 [`setting.md`](./setting.md)
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- 业务层如果想保存一份独立数据,优先看 [数据与存档系统](./data.md)
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- 业务层如果想保存设置,优先看 [设置系统](./setting.md)
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- 业务层如果只是需要底层存储实现,才直接依赖 `IStorage`
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## 当前边界
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@ -137,13 +137,13 @@ await settingsSystem.Apply<GodotAudioSettings>();
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### 先理解设置模型和仓库
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如果你想先理解 `ISettingsData`、`IResetApplyAbleSettings`、`SettingsModel`、`SettingsSystem` 与设置迁移,先看
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[`../game/setting.md`](../game/setting.md)。
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[Game 设置系统](../game/setting.md)。
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### 先理解设置如何被持久化
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如果你关注的是统一设置文件、备份、数据位置和底层存储实现,应该回到:
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- [`../game/storage.md`](../game/storage.md)
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- [Game 存储系统](../game/storage.md)
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- [Godot 存储系统](./storage.md)
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本页只补 Godot 宿主如何“应用”设置,不重复维护一份完整设置系统手册。
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@ -108,7 +108,7 @@ architecture.RegisterUtility<ISaveRepository<GameSaveData>>(new SaveRepository<G
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### 配置 YAML / schema 文本加载
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如果你的目标是读取 `res://` 下的 YAML 配置,并在导出态同步到运行时缓存,请优先看
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[`../game/config-system.md`](../game/config-system.md) 里的 `GodotYamlConfigLoader` 接法。
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[Game 配置系统](../game/config-system.md) 里的 `GodotYamlConfigLoader` 接法。
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这类场景的重点不是通用键值存储,而是:
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@ -119,7 +119,7 @@ architecture.RegisterUtility<ISaveRepository<GameSaveData>>(new SaveRepository<G
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### 通用存储契约
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如果你想先理解 `IStorage`、`ScopedStorage`、`FileStorage` 和统一数据仓库的宿主无关语义,应先看
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[`../game/storage.md`](../game/storage.md)。
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[Game 存储系统](../game/storage.md)。
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本页只补 Godot 宿主差异,不重复维护一份跨宿主 API 手册。
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