diff --git a/docs/.vitepress/config.mts b/docs/.vitepress/config.mts index b8aeaf5a..4766d4fa 100644 --- a/docs/.vitepress/config.mts +++ b/docs/.vitepress/config.mts @@ -117,9 +117,9 @@ export default defineConfig({ items: [ { text: 'ECS', link: '/zh-CN/ecs/' }, { text: '抽象接口', link: '/zh-CN/abstractions/' }, - { text: '源码生成器', link: '/zh-CN/source-generators' }, + { text: '源码生成器', link: '/zh-CN/source-generators/' }, { text: '最佳实践', link: '/zh-CN/best-practices/' }, - { text: 'API 参考', link: '/zh-CN/api-reference' }, + { text: 'API 参考', link: '/zh-CN/api-reference/' }, { text: '常见问题', link: '/zh-CN/faq' }, { text: '故障排查', link: '/zh-CN/troubleshooting' }, { text: '贡献指南', link: '/zh-CN/contributing' }, @@ -248,14 +248,18 @@ export default defineConfig({ items: [ { text: '概览', link: '/zh-CN/source-generators/' }, { text: '日志生成器', link: '/zh-CN/source-generators/logging-generator' }, - { text: '枚举扩展', link: '/zh-CN/source-generators/enum-generator' }, + { text: '枚举生成器', link: '/zh-CN/source-generators/enum-generator' }, { text: 'ContextAware 生成器', link: '/zh-CN/source-generators/context-aware-generator' }, { text: 'Priority 生成器', link: '/zh-CN/source-generators/priority-generator' }, - { text: 'Context Get 注入', link: '/zh-CN/source-generators/context-get-generator' }, - { text: 'CQRS Handler Registry', link: '/zh-CN/source-generators/cqrs-handler-registry-generator' }, - { text: 'Godot 项目元数据', link: '/zh-CN/source-generators/godot-project-generator' }, + { text: 'ContextGet 生成器', link: '/zh-CN/source-generators/context-get-generator' }, + { text: '模块自动注册生成器', link: '/zh-CN/source-generators/auto-register-module-generator' }, + { text: 'CQRS Handler Registry 生成器', link: '/zh-CN/source-generators/cqrs-handler-registry-generator' }, + { text: 'Godot 项目生成器', link: '/zh-CN/source-generators/godot-project-generator' }, { text: 'GetNode 生成器 (Godot)', link: '/zh-CN/source-generators/get-node-generator' }, - { text: 'BindNodeSignal 生成器 (Godot)', link: '/zh-CN/source-generators/bind-node-signal-generator' } + { text: 'BindNodeSignal 生成器 (Godot)', link: '/zh-CN/source-generators/bind-node-signal-generator' }, + { text: 'AutoUiPage 生成器', link: '/zh-CN/source-generators/auto-ui-page-generator' }, + { text: 'AutoScene 生成器', link: '/zh-CN/source-generators/auto-scene-generator' }, + { text: 'AutoRegisterExportedCollections 生成器', link: '/zh-CN/source-generators/auto-register-exported-collections-generator' } ] } ], @@ -264,9 +268,25 @@ export default defineConfig({ { text: '抽象接口', items: [ - { text: 'Core Abstractions', link: '/zh-CN/abstractions/core-abstractions' }, - { text: 'Game Abstractions', link: '/zh-CN/abstractions/game-abstractions' }, - { text: 'Ecs.Arch Abstractions', link: '/zh-CN/abstractions/ecs-arch-abstractions' } + { text: '概览', link: '/zh-CN/abstractions/' }, + { text: 'Core 抽象层说明', link: '/zh-CN/abstractions/core-abstractions' }, + { text: 'Game 抽象层说明', link: '/zh-CN/abstractions/game-abstractions' }, + { text: 'Ecs.Arch 抽象层说明', link: '/zh-CN/abstractions/ecs-arch-abstractions' } + ] + } + ], + + '/zh-CN/api-reference/': [ + { + text: 'API 参考', + items: [ + { text: '概览', link: '/zh-CN/api-reference/' }, + { text: 'Core 栏目', link: '/zh-CN/core/' }, + { text: 'Game 模块总览', link: '/zh-CN/game/' }, + { text: 'Godot 模块总览', link: '/zh-CN/godot/' }, + { text: 'ECS 模块总览', link: '/zh-CN/ecs/' }, + { text: '抽象接口', link: '/zh-CN/abstractions/' }, + { text: '源码生成器', link: '/zh-CN/source-generators/' } ] } ], diff --git a/docs/zh-CN/ecs/arch.md b/docs/zh-CN/ecs/arch.md index 5e6cd878..cdc98ae6 100644 --- a/docs/zh-CN/ecs/arch.md +++ b/docs/zh-CN/ecs/arch.md @@ -18,7 +18,7 @@ description: GFramework.Ecs.Arch 的默认运行时装配路径、系统桥接 - 使用仓库自带的 `Position`、`Velocity`、`MovementSystem` 最小示例 如果你只想保留共享边界,而不依赖默认实现,请改看 -[`../abstractions/ecs-arch-abstractions.md`](../abstractions/ecs-arch-abstractions.md)。 +[ECS 抽象层说明](../abstractions/ecs-arch-abstractions.md)。 ## 最小接入路径 diff --git a/docs/zh-CN/game/serialization.md b/docs/zh-CN/game/serialization.md index d07487c5..2ee420d8 100644 --- a/docs/zh-CN/game/serialization.md +++ b/docs/zh-CN/game/serialization.md @@ -146,7 +146,7 @@ var restored = serializer.Deserialize(json, data.GetType()); - `Game.SourceGenerators + YamlConfigLoader` - 负责 schema 驱动的配置表生成与 YAML 读取 -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)。 +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)。 ## 当前边界 diff --git a/docs/zh-CN/game/setting.md b/docs/zh-CN/game/setting.md index b5bc724e..64e106e2 100644 --- a/docs/zh-CN/game/setting.md +++ b/docs/zh-CN/game/setting.md @@ -195,7 +195,7 @@ await settingsModel.SaveAllAsync(); - `SettingsModel` 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 - 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 -- 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` +- 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` ## 继续阅读 diff --git a/docs/zh-CN/game/storage.md b/docs/zh-CN/game/storage.md index ad2f9856..deed4e65 100644 --- a/docs/zh-CN/game/storage.md +++ b/docs/zh-CN/game/storage.md @@ -161,8 +161,8 @@ var cacheStorage = new ScopedStorage(rootStorage, "runtime-cache"); 也就是说: -- 业务层如果想保存一份独立数据,优先看 [`data.md`](./data.md) -- 业务层如果想保存设置,优先看 [`setting.md`](./setting.md) +- 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) +- 业务层如果想保存设置,优先看 [设置系统](./setting.md) - 业务层如果只是需要底层存储实现,才直接依赖 `IStorage` ## 当前边界 diff --git a/docs/zh-CN/godot/setting.md b/docs/zh-CN/godot/setting.md index 84091c8f..5a79cebf 100644 --- a/docs/zh-CN/godot/setting.md +++ b/docs/zh-CN/godot/setting.md @@ -137,13 +137,13 @@ await settingsSystem.Apply(); ### 先理解设置模型和仓库 如果你想先理解 `ISettingsData`、`IResetApplyAbleSettings`、`SettingsModel`、`SettingsSystem` 与设置迁移,先看 -[`../game/setting.md`](../game/setting.md)。 +[Game 设置系统](../game/setting.md)。 ### 先理解设置如何被持久化 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: -- [`../game/storage.md`](../game/storage.md) +- [Game 存储系统](../game/storage.md) - [Godot 存储系统](./storage.md) 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。 diff --git a/docs/zh-CN/godot/storage.md b/docs/zh-CN/godot/storage.md index 7ad94a59..be47e4df 100644 --- a/docs/zh-CN/godot/storage.md +++ b/docs/zh-CN/godot/storage.md @@ -108,7 +108,7 @@ architecture.RegisterUtility>(new SaveRepository>(new SaveRepository