config-table-pipeline
Skill0 starsChanged 24 days agoMITView on GitHub
策划表/配置表要变成运行时数据时使用:表结构约定、Builder 生成、读取层与断言校验,保证「改表即改行为」且可回归
In this repository12 other files it gives its agents.
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- codex-rules-verifySkill
- gameplay-breakdownSkill
- handoff-docSkill
- spec-card-authoringSkill
- unity-build-matrixSkill
- unity-commandline-playtestSkill
- unity-editor-verifySkill
- unity-smoke-assertionsSkill
- visual-evidence-reviewSkill
The file
Files
配置表驱动的收口流程
何时触发
- 新增或修改一批策划数据(音效表、卡牌效果、关卡参数、掉落表)
- 程序说「表改了但游戏里没变」或「值对不上」
表结构约定
- 一行一个实体:ID 唯一且稳定,ID 不复用(删掉的 ID 留空位,别让旧存档/旧配置指错对象)。
- 列有类型与取值范围:数值列写清区间与容差,枚举列列出全部合法值,不留「其他」这种兜底。
- 必填列标记:缺失即构建失败,而不是运行时给默认值——默认值会把错的数据变成「看起来能跑」。
- 变更记录:谁、何时、为什么改,写在表内或旁挂变更记录里。
流程
- 表 → 中间产物:用 Editor 侧的 Builder 把表生成为运行时资产(ScriptableObject / .tres / 序列化数据),Builder 负责校验类型、去重、边界检查。
- 中间产物 → 运行时读取:运行时只读生成物,不直接解析表格——避免把 Excel/CSV 解析器带进包里。
- 断言兜住数据:至少三条——①ID 唯一 ②必填列非空 ③引用存在(表 A 引用的 ID 在表 B 里真的存在)。
- 改表后必跑:Builder 重新生成 + 断言全绿,再进试玩。
验收
- 表里每个字段都有类型与取值范围
- Builder 对缺失/非法值直接失败,不静默兜底
- 断言覆盖「唯一性 / 非空 / 跨表引用」
- 运行时读的是生成物,不是表格原文
- 变更记录可追溯
坑
- 用「默认值」掩盖空值:上线后才发现某条数据从来没写对。
- 表里改名字不改 ID:所有引用悄悄指向旧对象。
- 生成物进版本库但表没进:别人拉下来跑的是旧数据。
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