cleanup
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@@ -99,3 +99,5 @@ InitTestScene*.unity*
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/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
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Notes
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work
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AGENTS.md
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AGENTS.md
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AGENTS.md
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# Repository Guidelines
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## Project Structure & Module Organization
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This is a Unity project. Core content lives under `Assets/`, with runtime scripts in `Assets/Scripts/`, editor tooling in `Assets/Scripts/Editor/`, scenes in `Assets/Scenes/`, and prefabs/settings in `Assets/TilePrefabs/` and `Assets/Settings/`. Input data for the geo tile pipeline is expected in `Assets/GeoData/`. Unity configuration is in `ProjectSettings/` (editor version in `ProjectSettings/ProjectVersion.txt`), and package dependencies are in `Packages/manifest.json`. The `*.sln`/`*.csproj` files are generated by Unity; avoid manual edits.
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## Build, Test, and Development Commands
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There are no CI configs or repository-specific build scripts. Use Unity Editor `6000.3.3f1` (per `ProjectSettings/ProjectVersion.txt`) and:
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- Open the project via Unity Hub and press Play in `Assets/Scenes/SampleScene.unity` (or `Assets/Scenes/TestArea.unity` for geo tiles).
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- Build from Unity: File > Build Settings > Build or Build & Run.
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- Optional CLI automation (if Unity is on PATH):
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- Build: `"<UnityEditorPath>" -projectPath . -batchmode -quit -buildTarget StandaloneLinux64`
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- Tests: `"<UnityEditorPath>" -projectPath . -batchmode -quit -runTests -testPlatform EditMode`
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For terrain import, use Unity menu: Tools > Geo Tiles > Import Terrain Tiles (PNG16).
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## Coding Style & Naming Conventions
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Use standard C# style with 4-space indentation and Allman braces. Classes and methods use PascalCase, fields and locals use camelCase, and filenames match the main class (e.g., `GeoTileImporter.cs`). Keep editor-only code under `Assets/Scripts/Editor/` so it compiles into the editor assembly.
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## Testing Guidelines
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No custom test folders exist yet. If adding tests, use Unity Test Runner and place them under `Assets/Tests/EditMode/` or `Assets/Tests/PlayMode/`, naming files `*Tests.cs`. Document how to run any new test suites in this file.
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## GeoData Generation Pipeline
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The GeoData generation pipeline lives in `~/Dev/InformatikProjekt/GeoData`. Generate data there, then copy (or sync) outputs into this repo at `Assets/GeoData/`. Expected inputs include `tile_index.csv`, `height_png16/`, `ortho_jpg/`, `buildings_tiles/`, `trees_tiles/`, `street_furniture/`, `buildings_enhanced/`, `trees_enhanced/`, and `tree_proxies.glb`. Keep the folder names consistent with the importer defaults.
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## Commit & Pull Request Guidelines
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Current history uses short, lowercase, sentence-style messages (e.g., `init`, `updated the build pipeline`) without prefixes; follow the same convention. For pull requests, include a brief description, testing notes (Play mode or build target), and screenshots or GIFs for scene or UI changes.
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## Configuration & Generated Files
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Treat `Library/`, `Temp/`, and `Logs/` as generated output; avoid manual edits. When adding assets, keep `.meta` files in sync and prefer importing through the Unity Editor.
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## Notes Folder
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Use `Notes/` for planning and progress tracking:
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- `Notes/GEOTILELOADING_PLAN.md` holds the current plan and approach for tile loading.
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- `Notes/GEOTILELOADING_PROGRESS.md` captures current state, commands, and next steps.
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