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et-eui

ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.

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FlameskyDexive/Legends-Of-Heroes931 stars(GitHub 931 + cccskills 0)

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Files included (9)

  • SKILL.md4.5 KB
  • references.meta172 B
  • references/et-eui-checklist.md2.8 KB
  • references/et-eui-checklist.md.meta158 B
  • references/et-eui-mechanism.md10.5 KB
  • references/et-eui-mechanism.md.meta158 B
  • references/et-eui-runbook.md4.7 KB
  • references/et-eui-runbook.md.meta158 B
  • SKILL.md.meta158 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

et-eui - ET EUI 入口

本项目 EUI 框架在 Packages/cn.etetet.eui,移植自原 Legends-Of-Heroes,但未移植代码生成工具(不存在 ET/EUICodeSpawn 菜单 / UICodeSpawner)。所有 EUI 代码都是按约定手写的,不要去找或调用生成菜单。

编辑器自动化通道(重要):EUI 一律不走 UnityBridge。优先级 = AIBridge($CLI = ./.aibridge/cli/AIBridgeCLI.exe)→ 不可用时降级 UnityMCP(unity-mcp-skill,mcpforunity://);PlayMode、读场景层级等 AIBridge 不提供的能力直接用 UnityMCP。步骤见 references/et-eui-runbook.md。

何时使用

  • 新建或修改窗口 DlgXxx、可复用子 UI ESXxx、循环项 ItemXxx。
  • 编写 DlgXxxEventHandler([AUIEvent(WindowID.WindowID_Xxx)])、注册控件事件、绑定 E* 控件。
  • 新增 WindowID 枚举项、接好窗口显示链路(ShowWindow / ShowWindowAsync / HideWindow / CloseWindow)。
  • 排查 UI 打不开、控件取到 null、uiTransform is null、循环列表不刷新、Root 层级不对。

不要加载

  • 只是写普通 ET 代码(Entity/System/Helper):用 et-code,必要时叠加 et-async。
  • 只是编译 / 跑测试 / 导配置:用 et-build / et-test-run / et-luban。
  • 只做与 EUI 无关的通用编辑器操作(编译/刷新/PlayMode/读控制台):按根 AGENTS.md「Unity 交互入口优先级」(AIBridge→UnityMcp→UnityBridge)执行,不必加载本 skill。

默认动作

  1. 先确认落点:EUI 框架改动在 cn.etetet.eui;业务窗口 DlgXxx 放进所属业务包(参考 cn.etetet.statesync、cn.etetet.lockstep),不要散布到框架包,也不要让框架包反向依赖业务包。
  2. 新增窗口前,先确认 WindowID 枚举里有没有对应项;没有则在 cn.etetet.eui/Scripts/ModelView/Client/EUI/WindowID.cs 加 WindowID_Xxx。
  3. 预制体命名必须是 Dlg{Name},{Name} 即枚举去掉 WindowID_ 前缀(UIPathComponentSystem 据此自动映射路径与 typeof(T).Name),不需要手填路径表。
  4. 按 5 文件手写模板成套创建(见 references/et-eui-mechanism.md),逻辑只写在 DlgXxxSystem / DlgXxxEventHandler,控件懒加载放 DlgXxxViewComponent。
  5. 控件命名用 E*(如 ELogin),DlgXxxViewComponent 用 UIFindHelper.FindDeepChild<T>(uiTransform.gameObject, "E...") 懒加载并在 DestroyWidget() 置空。
  6. 涉及 async / await / ETTask、await 后访问 UIBaseWindow 等 Entity:叠加 et-async,用 EntityRef 重新获取。
  7. 改完代码后用 et-build(dotnet build ET.sln)编译;编辑器刷新 .meta / PlayMode 验收走 EUI 编辑器自动化通道:AIBridge 优先($CLI compile unity / get_logs),不可用时 UnityMCP(unity-mcp-skill);EUI 一律不走 UnityBridge(见 references/et-eui-runbook.md)。
  8. 严禁手工生成 .meta 或改 .csproj;新建 .cs 后由 Unity 刷新生成。

快速分流

  • 机制、5 文件模板、命名约定、ShowWindow 链路、LoopScroll/WindowItemRes、常见坑:补读 references/et-eui-mechanism.md
  • 改完 UI 后“编译 → 刷新 → 运行 → 验收”的可重复步骤:补读 references/et-eui-runbook.md
  • 提测 / 合并前 1 分钟自检:补读 references/et-eui-checklist.md
  • 编辑器内刷新/PlayMode/读控制台/看层级:走 EUI 编辑器自动化通道 AIBridge → UnityMCP(禁用 UnityBridge),步骤见 references/et-eui-runbook.md
  • ECS 分层、包依赖、组件契约:转 et-code
  • await 后 Entity 安全:叠加 et-async

输出要求

  • 说明新增/改动落在 cn.etetet.eui 还是业务包,是否破坏包依赖(框架包只依赖 core/loader/yooassets)。
  • 说明 WindowID、预制体名、[AUIEvent]、5 个文件是否齐套且一致。
  • 说明控件绑定是否按 E* + FindDeepChild 约定,uiTransform 与 DestroyWidget 是否处理。
  • 说明是否影响 EntityRef / await 安全、是否需要 et-build 编译与编辑器验收(AIBridge→UnityMCP,禁用 UnityBridge)。

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