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refactor(docs): 将控制器实现转换为上下文感知模式
- 将 IController 实现改为使用 [ContextAware] 特性和 partial 类 - 移除手动实现的 GetArchitecture 方法 - 将架构交互方法从 this 调用改为 Context 调用 - 添加必要的 using 语句以支持新的架构访问方式 - 更新所有涉及模型、系统、工具和事件的架构访问代码 - 统一架构访问模式以提高代码一致性和可维护性
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1b9e81bbdb
@ -1,10 +1,38 @@
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namespace GFramework.Core.Abstractions.controller;
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/// <summary>
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/// 控制器接口,定义了控制器的基本契约和行为规范
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/// 控制器标记接口,用于标识控制器组件
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/// </summary>
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/// <remarks>
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/// 该接口为框架中的控制器组件提供统一的抽象定义,
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/// 用于实现控制器的标准功能和生命周期管理
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/// <para>
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/// IController 是一个标记接口(Marker Interface),不包含任何方法或属性。
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/// 它的作用是标识一个类是控制器,用于协调 Model、System 和 UI 之间的交互。
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/// </para>
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/// <para>
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/// <strong>架构访问</strong>:控制器通常需要访问架构上下文。使用 [ContextAware] 特性
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/// 自动生成上下文访问能力:
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/// </para>
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/// <code>
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/// using GFramework.SourceGenerators.Abstractions.rule;
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///
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/// [ContextAware]
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/// public partial class PlayerController : IController
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/// {
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/// public void Initialize()
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/// {
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/// // Context 属性由 [ContextAware] 自动生成
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/// var playerModel = Context.GetModel<PlayerModel>();
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/// var gameSystem = Context.GetSystem<GameSystem>();
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/// }
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/// }
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/// </code>
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/// <para>
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/// <strong>注意</strong>:
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/// </para>
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/// <list type="bullet">
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/// <item>必须添加 partial 关键字</item>
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/// <item>[ContextAware] 特性会自动实现 IContextAware 接口</item>
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/// <item>Context 属性提供架构上下文访问</item>
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/// </list>
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/// </remarks>
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public interface IController;
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@ -319,10 +319,9 @@ public class BuyItemCommand : AbstractCommand<BuyItemInput>
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}
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// 使用命令
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public class ShopController : IController
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[ContextAware]
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public partial class ShopController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void OnBuyButtonClicked(string itemId, int quantity)
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{
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// 创建并发送命令
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@ -332,7 +331,7 @@ public class ShopController : IController
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Quantity = quantity
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};
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this.SendCommand(new BuyItemCommand { Input = input });
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Context.SendCommand(new BuyItemCommand { Input = input });
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}
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}
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```
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@ -456,15 +455,14 @@ public class GetPlayerStatsQuery : AbstractQuery<GetPlayerStatsInput, PlayerS
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}
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// 使用查询
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public class CharacterPanelController : IController
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[ContextAware]
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public partial class CharacterPanelController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void ShowCharacterStats()
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{
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var input = new GetPlayerStatsInput { PlayerId = "player1" };
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var query = new GetPlayerStatsQuery { Input = input };
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var stats = this.SendQuery(query);
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var stats = Context.SendQuery(query);
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// 显示统计信息
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DisplayStats(stats);
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@ -623,20 +621,19 @@ public class AchievementSystem : AbstractSystem
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}
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// Controller 监听事件
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public class UIController : IController
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[ContextAware]
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public partial class UIController : IController
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{
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private IUnRegisterList _unregisterList = new UnRegisterList();
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void Initialize()
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{
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// 监听成就解锁事件
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this.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
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Context.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
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.AddToUnregisterList(_unregisterList);
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// 监听玩家死亡事件
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this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
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Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
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.AddToUnregisterList(_unregisterList);
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}
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@ -660,8 +657,11 @@ public class UIController : IController
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### 事件组合
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```csharp
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using GFramework.SourceGenerators.Abstractions.rule;
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// 使用 OrEvent 组合多个事件
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public class InputController : IController
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[ContextAware]
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public partial class InputController : IController
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{
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public void Initialize()
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{
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@ -877,18 +877,17 @@ public class GameplaySystem : AbstractSystem
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}
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// 在 Controller 中使用
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public class MenuController : IController
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[ContextAware]
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public partial class MenuController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void OnStartButtonClicked()
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{
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// 通过架构获取服务
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var gameModel = this.GetModel<GameModel>();
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var gameModel = Context.GetModel<GameModel>();
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gameModel.GameState.Value = GameState.Playing;
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// 发送命令
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this.SendCommand(new StartGameCommand());
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Context.SendCommand(new StartGameCommand());
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}
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}
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```
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@ -1259,26 +1258,25 @@ public class GameArchitecture : Architecture
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}
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// 使用状态机
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public class GameController : IController
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[ContextAware]
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public partial class GameController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public async Task StartGame()
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{
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var stateMachine = this.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<GameplayState>();
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var stateMachine = Context.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<GameplayState>();
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}
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public async Task PauseGame()
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{
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var stateMachine = this.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<PauseState>();
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var stateMachine = Context.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<PauseState>();
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}
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public async Task ResumeGame()
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{
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var stateMachine = this.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<GameplayState>();
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var stateMachine = Context.GetSystem<IStateMachineSystem>();
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await stateMachine.ChangeToAsync<GameplayState>();
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}
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}
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```
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@ -32,12 +32,16 @@ public class CombatSystem : AbstractSystem
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}
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}
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public class PlayerController : IController
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class PlayerController : IController
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{
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// Controller:连接 UI 和逻辑
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public void Initialize()
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{
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var player = _architecture.GetModel<PlayerModel>();
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var player = Context.GetModel<PlayerModel>();
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player.Health.RegisterWithInitValue(OnHealthChanged);
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}
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@ -177,16 +181,20 @@ public class StorageUtility : IUtility { }
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### 1. 正确的注销管理
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```csharp
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public class MyController : IController
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class MyController : IController
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{
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private IUnRegisterList _unregisterList = new UnRegisterList();
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public void Initialize()
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{
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var model = _architecture.GetModel<PlayerModel>();
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var model = Context.GetModel<PlayerModel>();
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// 注册事件并添加到注销列表
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this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
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Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
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.AddToUnregisterList(_unregisterList);
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// 注册属性监听并添加到注销列表
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@ -235,7 +243,7 @@ public class GameManager
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// ❌ 低效:每次都查询
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public void Update()
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{
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var model = _architecture.GetModel<PlayerModel>();
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var model = Context.GetModel<PlayerModel>();
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model.Health.Value -= 1;
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}
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@ -244,7 +252,7 @@ private PlayerModel _playerModel;
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public void Initialize()
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{
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_playerModel = _architecture.GetModel<PlayerModel>();
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_playerModel = Context.GetModel<PlayerModel>();
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}
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public void Update()
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@ -259,7 +267,7 @@ public void Update()
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// ❌ 低效:每帧创建新事件
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public void Update()
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{
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this.SendEvent(new UpdateEvent()); // 频繁分配内存
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Context.SendEvent(new UpdateEvent()); // 频繁分配内存
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}
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// ✅ 高效:复用事件或使用对象池
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@ -267,7 +275,7 @@ private UpdateEvent _updateEvent = new UpdateEvent();
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public void Update()
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{
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this.SendEvent(_updateEvent);
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Context.SendEvent(_updateEvent);
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}
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```
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@ -437,7 +445,7 @@ public class CombatSystem : AbstractSystem
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// ❌ 错误:可能导致内存泄漏
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public void Initialize()
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{
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this.RegisterEvent<Event1>(OnEvent1); // 未注销
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Context.RegisterEvent<Event1>(OnEvent1); // 未注销
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}
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// ✅ 正确
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@ -445,7 +453,7 @@ private IUnRegisterList _unregisterList = new UnRegisterList();
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public void Initialize()
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{
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this.RegisterEvent<Event1>(OnEvent1)
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Context.RegisterEvent<Event1>(OnEvent1)
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.AddToUnregisterList(_unregisterList);
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}
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@ -277,18 +277,22 @@ public class PoolMonitorSystem : AbstractSystem
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### 1. 避免事件订阅泄漏
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```csharp
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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// ✅ 好的做法:正确管理事件订阅
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public class PlayerController : Node, IController
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[ContextAware]
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public partial class PlayerController : Node, IController
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{
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private IUnRegisterList _unRegisterList = new UnRegisterList();
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private PlayerModel _playerModel;
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public void Initialize(IArchitectureContext context)
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public void Initialize()
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{
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_playerModel = context.GetModel<PlayerModel>();
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_playerModel = Context.GetModel<PlayerModel>();
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// 使用 UnRegisterList 管理订阅
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context.RegisterEvent<PlayerDamagedEvent>(OnPlayerDamaged)
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Context.RegisterEvent<PlayerDamagedEvent>(OnPlayerDamaged)
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.AddTo(_unRegisterList);
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_playerModel.Health.Register(OnHealthChanged)
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@ -306,14 +310,15 @@ public class PlayerController : Node, IController
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}
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// ❌ 避免:忘记取消订阅
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public class PlayerController : Node, IController
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[ContextAware]
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public partial class PlayerController : Node, IController
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{
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public void Initialize(IArchitectureContext context)
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public void Initialize()
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{
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// 订阅事件但从不取消订阅
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context.RegisterEvent<PlayerDamagedEvent>(OnPlayerDamaged);
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Context.RegisterEvent<PlayerDamagedEvent>(OnPlayerDamaged);
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var playerModel = context.GetModel<PlayerModel>();
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var playerModel = Context.GetModel<PlayerModel>();
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playerModel.Health.Register(OnHealthChanged);
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// 当对象被销毁时,这些订阅仍然存在,导致内存泄漏
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@ -176,23 +176,25 @@ await architecture.WaitUntilReadyAsync();
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// 4. 通过依赖注入使用架构
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// 在 Controller 或其他组件中获取架构实例
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public class GameController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class GameController : IController
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{
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public void Start()
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{
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// 获取 Model
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var playerModel = this.GetModel<PlayerModel>();
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// 获取 Model(通过 Context 属性访问架构)
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var playerModel = Context.GetModel<PlayerModel>();
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// 发送命令
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this.SendCommand(new StartGameCommand());
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Context.SendCommand(new StartGameCommand());
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// 发送查询
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var score = this.SendQuery(new GetScoreQuery());
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var score = Context.SendQuery(new GetScoreQuery());
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// 注册事件
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this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
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Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
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}
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private void OnPlayerDied(PlayerDiedEvent e)
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@ -56,13 +56,15 @@ public class SimpleCommand : AbstractCommand
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}
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// 使用命令
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public class GameController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class GameController : IController
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{
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public void OnRestoreHealthButtonClicked()
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{
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this.SendCommand(new SimpleCommand());
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Context.SendCommand(new SimpleCommand());
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}
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}
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```
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@ -194,14 +196,16 @@ public class StartGameCommand : AbstractCommand<StartGameInput>
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}
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// 使用命令
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public class GameController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class GameController : IController
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{
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public void OnStartButtonClicked()
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{
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var input = new StartGameInput { LevelId = 1, PlayerName = "Player1" };
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this.SendCommand(new StartGameCommand { Input = input });
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Context.SendCommand(new StartGameCommand { Input = input });
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}
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}
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```
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@ -622,13 +622,14 @@ public class SettingsSystem : AbstractSystem
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### 在 Controller 中使用
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```csharp
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public class SettingsController : IController
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{
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class SettingsController : IController
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{
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public void ApplyGraphicsSettings(int quality, bool fullscreen)
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{
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var config = this.GetUtility<IConfigurationManager>();
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var config = Context.GetUtility<IConfigurationManager>();
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// 更新配置(会自动触发监听器)
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config.SetConfig("graphics.quality", quality);
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@ -640,7 +641,7 @@ public class SettingsController : IController
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public void ResetToDefaults()
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{
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var config = this.GetUtility<IConfigurationManager>();
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var config = Context.GetUtility<IConfigurationManager>();
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// 清空所有配置
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config.Clear();
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@ -232,17 +232,18 @@ public class GameArchitecture : Architecture
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using Arch.Core;
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using GFramework.Core.Abstractions.controller;
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using MyGame.Components;
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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public class GameController : IController
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[ContextAware]
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public partial class GameController : IController
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{
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private World _world;
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void Start()
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{
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// 获取 World
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_world = this.GetService<World>();
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_world = Context.GetService<World>();
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// 创建玩家实体
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var player = _world.Create(
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@ -353,22 +353,24 @@ public class CombatSystem : AbstractSystem
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### Controller 中注册事件
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```csharp
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public class GameController : IController
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using GFramework.Core.Abstractions.controller;
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using GFramework.SourceGenerators.Abstractions.rule;
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[ContextAware]
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public partial class GameController : IController
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{
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private IUnRegisterList _unregisterList = new UnRegisterList();
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public void Initialize()
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{
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// 注册多个事件
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this.RegisterEvent<GameStartedEvent>(OnGameStarted)
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Context.RegisterEvent<GameStartedEvent>(OnGameStarted)
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.AddToUnregisterList(_unregisterList);
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this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
|
||||
Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
|
||||
.AddToUnregisterList(_unregisterList);
|
||||
|
||||
this.RegisterEvent<LevelCompletedEvent>(OnLevelCompleted)
|
||||
Context.RegisterEvent<LevelCompletedEvent>(OnLevelCompleted)
|
||||
.AddToUnregisterList(_unregisterList);
|
||||
}
|
||||
|
||||
@ -417,7 +419,7 @@ onAnyDamage.Register(() =>
|
||||
|
||||
```csharp
|
||||
// 只处理高伤害事件
|
||||
this.RegisterEvent<DamageDealtEvent>(e =>
|
||||
Context.RegisterEvent<DamageDealtEvent>(e =>
|
||||
{
|
||||
if (e.Damage >= 50)
|
||||
{
|
||||
@ -449,15 +451,17 @@ public class EventBridge : AbstractSystem
|
||||
### 4. 临时事件监听
|
||||
|
||||
```csharp
|
||||
public class TutorialController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class TutorialController : IController
|
||||
{
|
||||
public void Initialize()
|
||||
{
|
||||
// 只监听一次
|
||||
IUnRegister unregister = null;
|
||||
unregister = this.RegisterEvent<FirstEnemyKilledEvent>(e =>
|
||||
unregister = Context.RegisterEvent<FirstEnemyKilledEvent>(e =>
|
||||
{
|
||||
ShowTutorialComplete();
|
||||
unregister?.UnRegister(); // 立即注销
|
||||
@ -497,7 +501,11 @@ public class AchievementSystem : AbstractSystem
|
||||
### 使用 UnRegisterList
|
||||
|
||||
```csharp
|
||||
public class MyController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class MyController : IController
|
||||
{
|
||||
// 统一管理所有注销对象
|
||||
private IUnRegisterList _unregisterList = new UnRegisterList();
|
||||
@ -505,10 +513,10 @@ public class MyController : IController
|
||||
public void Initialize()
|
||||
{
|
||||
// 所有注册都添加到列表
|
||||
this.RegisterEvent<Event1>(OnEvent1)
|
||||
Context.RegisterEvent<Event1>(OnEvent1)
|
||||
.AddToUnregisterList(_unregisterList);
|
||||
|
||||
this.RegisterEvent<Event2>(OnEvent2)
|
||||
Context.RegisterEvent<Event2>(OnEvent2)
|
||||
.AddToUnregisterList(_unregisterList);
|
||||
}
|
||||
|
||||
|
||||
@ -109,16 +109,17 @@ event Action<PauseGroup, bool>? OnPauseStateChanged;
|
||||
### 1. 获取暂停管理器
|
||||
|
||||
```csharp
|
||||
public class GameController : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
// 从架构中获取暂停管理器
|
||||
_pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
_pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
}
|
||||
}
|
||||
```
|
||||
@ -126,16 +127,17 @@ public class GameController : IController
|
||||
### 2. 简单的暂停/恢复
|
||||
|
||||
```csharp
|
||||
public class PauseMenuController : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PauseMenuController : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
private PauseToken _pauseToken;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
_pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
}
|
||||
|
||||
public void OpenPauseMenu()
|
||||
@ -161,12 +163,13 @@ public class PauseMenuController : IController
|
||||
### 3. 使用作用域自动管理
|
||||
|
||||
```csharp
|
||||
public class DialogController : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class DialogController : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void ShowDialog(string message)
|
||||
{
|
||||
// 使用 using 语法,自动管理暂停生命周期
|
||||
@ -212,12 +215,13 @@ public class GameplaySystem : AbstractSystem
|
||||
### 1. 嵌套暂停
|
||||
|
||||
```csharp
|
||||
public class UIManager : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class UIManager : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void ShowNestedMenus()
|
||||
{
|
||||
// 第一层:主菜单
|
||||
@ -250,12 +254,13 @@ public class UIManager : IController
|
||||
### 2. 分组暂停
|
||||
|
||||
```csharp
|
||||
public class GameManager : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameManager : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void OpenInventory()
|
||||
{
|
||||
// 只暂停游戏逻辑,UI 和音频继续运行
|
||||
@ -357,15 +362,16 @@ public class GameInitializer
|
||||
### 4. 监听暂停状态变化
|
||||
|
||||
```csharp
|
||||
public class PauseIndicator : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PauseIndicator : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
_pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
// 订阅状态变化事件
|
||||
_pauseManager.OnPauseStateChanged += OnPauseStateChanged;
|
||||
@ -398,12 +404,13 @@ public class PauseIndicator : IController
|
||||
### 5. 调试暂停状态
|
||||
|
||||
```csharp
|
||||
public class PauseDebugger : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PauseDebugger : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void PrintPauseStatus()
|
||||
{
|
||||
Console.WriteLine("=== 暂停状态 ===");
|
||||
@ -434,12 +441,13 @@ public class PauseDebugger : IController
|
||||
### 6. 紧急恢复
|
||||
|
||||
```csharp
|
||||
public class EmergencyController : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class EmergencyController : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void ForceResumeAll()
|
||||
{
|
||||
// 清空所有暂停请求(谨慎使用)
|
||||
@ -674,16 +682,17 @@ public class ThreadSafeUsage
|
||||
在组件销毁时注销处理器和事件:
|
||||
|
||||
```csharp
|
||||
public class ProperCleanup : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class ProperCleanup : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
private IPauseHandler _customHandler;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
_pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
_customHandler = new CustomPauseHandler();
|
||||
|
||||
_pauseManager.RegisterHandler(_customHandler);
|
||||
@ -775,12 +784,13 @@ public class SelectiveSystem : AbstractSystem
|
||||
A: 暂停系统控制是否执行,时间缩放需要使用时间系统:
|
||||
|
||||
```csharp
|
||||
public class SlowMotionController : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class SlowMotionController : IController
|
||||
{
|
||||
private ITimeProvider _timeProvider;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void EnableSlowMotion()
|
||||
{
|
||||
// 使用时间缩放而不是暂停
|
||||
@ -819,12 +829,13 @@ _pauseManager.Push("AI 系统", PauseGroup.Custom3);
|
||||
A: 使用 `PauseScope` 配合 `async/await`:
|
||||
|
||||
```csharp
|
||||
public class AsyncPauseExample : IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class AsyncPauseExample : IController
|
||||
{
|
||||
private IPauseStackManager _pauseManager;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public async Task ShowAsyncDialog()
|
||||
{
|
||||
using (_pauseManager.PauseScope("异步对话框"))
|
||||
|
||||
@ -198,6 +198,10 @@ public class PlayerModel : AbstractModel
|
||||
### UI 数据绑定
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PlayerUI : Control, IController
|
||||
{
|
||||
[Export] private Label _healthLabel;
|
||||
@ -206,11 +210,9 @@ public partial class PlayerUI : Control, IController
|
||||
|
||||
private IUnRegisterList _unregisterList = new UnRegisterList();
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var playerModel = this.GetModel<PlayerModel>();
|
||||
var playerModel = Context.GetModel<PlayerModel>();
|
||||
|
||||
// 绑定生命值到UI(立即显示当前值)
|
||||
playerModel.Health
|
||||
@ -269,13 +271,14 @@ public class SettingsModel : AbstractModel
|
||||
}
|
||||
|
||||
// UI Controller
|
||||
[ContextAware]
|
||||
public partial class VolumeSlider : HSlider, IController
|
||||
{
|
||||
private BindableProperty<float> _volumeProperty;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_volumeProperty = this.GetModel<SettingsModel>().MasterVolume;
|
||||
_volumeProperty = Context.GetModel<SettingsModel>().MasterVolume;
|
||||
|
||||
// Model -> UI
|
||||
_volumeProperty.RegisterWithInitValue(vol => Value = vol)
|
||||
@ -339,11 +342,15 @@ public class PlayerModel : AbstractModel
|
||||
### 4. 条件监听
|
||||
|
||||
```c#
|
||||
public class CombatController : Node, IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class CombatController : Node, IController
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
var playerModel = this.GetModel<PlayerModel>();
|
||||
var playerModel = Context.GetModel<PlayerModel>();
|
||||
|
||||
// 只在生命值低于30%时显示警告
|
||||
playerModel.Health.Register(hp =>
|
||||
|
||||
@ -144,13 +144,15 @@ public class LoadPlayerDataQuery : AbstractAsyncQuery<LoadPlayerDataInput, Playe
|
||||
### 2. 发送查询
|
||||
|
||||
```csharp
|
||||
public class ShopUI : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class ShopUI : IController
|
||||
{
|
||||
[Export] private Button _buyButton;
|
||||
[Export] private int _itemPrice = 100;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
_buyButton.Pressed += OnBuyButtonPressed;
|
||||
@ -160,12 +162,12 @@ public class ShopUI : IController
|
||||
{
|
||||
// 查询玩家金币
|
||||
var query = new GetPlayerGoldQuery { Input = new GetPlayerGoldInput() };
|
||||
int playerGold = this.SendQuery(query);
|
||||
int playerGold = Context.SendQuery(query);
|
||||
|
||||
if (playerGold >= _itemPrice)
|
||||
{
|
||||
// 发送购买命令
|
||||
this.SendCommand(new BuyItemCommand { Input = new BuyItemInput { ItemId = "sword_01" } });
|
||||
Context.SendCommand(new BuyItemCommand { Input = new BuyItemInput { ItemId = "sword_01" } });
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@ -128,13 +128,15 @@ public class GameArchitecture : Architecture
|
||||
### 切换状态
|
||||
|
||||
```csharp
|
||||
public class GameController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
public async Task StartGame()
|
||||
{
|
||||
var stateMachine = this.GetSystem<IStateMachineSystem>();
|
||||
var stateMachine = Context.GetSystem<IStateMachineSystem>();
|
||||
|
||||
// 切换到游戏状态
|
||||
var success = await stateMachine.ChangeToAsync<GameplayState>();
|
||||
@ -218,11 +220,15 @@ public class LoadingState : AsyncContextAwareStateBase
|
||||
### 状态历史和回退
|
||||
|
||||
```csharp
|
||||
public class GameController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
public async Task NavigateBack()
|
||||
{
|
||||
var stateMachine = this.GetSystem<IStateMachineSystem>();
|
||||
var stateMachine = Context.GetSystem<IStateMachineSystem>();
|
||||
|
||||
// 回退到上一个状态
|
||||
var success = await stateMachine.GoBackAsync();
|
||||
@ -235,7 +241,7 @@ public class GameController : IController
|
||||
|
||||
public void ShowHistory()
|
||||
{
|
||||
var stateMachine = this.GetSystem<IStateMachineSystem>();
|
||||
var stateMachine = Context.GetSystem<IStateMachineSystem>();
|
||||
|
||||
// 获取状态历史
|
||||
var history = stateMachine.GetStateHistory();
|
||||
|
||||
@ -185,15 +185,17 @@ public class GameArchitecture : Architecture
|
||||
|
||||
```csharp
|
||||
// 在 Controller 中
|
||||
public class GameController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
public void Start()
|
||||
{
|
||||
// 获取 System
|
||||
var combatSystem = this.GetSystem<CombatSystem>();
|
||||
var questSystem = this.GetSystem<QuestSystem>();
|
||||
var combatSystem = Context.GetSystem<CombatSystem>();
|
||||
var questSystem = Context.GetSystem<QuestSystem>();
|
||||
|
||||
// 使用 System
|
||||
combatSystem.StartBattle();
|
||||
|
||||
@ -102,13 +102,15 @@ public class SaveData : IVersionedData
|
||||
### 使用存档仓库
|
||||
|
||||
```csharp
|
||||
public class SaveController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class SaveController : IController
|
||||
{
|
||||
public async Task SaveGame(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
// 创建存档数据
|
||||
var saveData = new SaveData
|
||||
@ -129,7 +131,7 @@ public class SaveController : IController
|
||||
|
||||
public async Task LoadGame(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
// 检查存档是否存在
|
||||
if (!await saveRepo.ExistsAsync(slot))
|
||||
@ -145,7 +147,7 @@ public class SaveController : IController
|
||||
|
||||
public async Task DeleteSave(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
// 删除存档
|
||||
await saveRepo.DeleteAsync(slot);
|
||||
@ -188,7 +190,7 @@ public class GameArchitecture : Architecture
|
||||
```csharp
|
||||
public async Task ShowSaveList()
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
// 获取所有存档槽位
|
||||
var slots = await saveRepo.ListSlotsAsync();
|
||||
@ -207,7 +209,11 @@ public async Task ShowSaveList()
|
||||
### 自动保存
|
||||
|
||||
```csharp
|
||||
public class AutoSaveController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class AutoSaveController : IController
|
||||
{
|
||||
private CancellationTokenSource? _autoSaveCts;
|
||||
|
||||
@ -243,7 +249,7 @@ public class AutoSaveController : IController
|
||||
|
||||
private async Task SaveGame(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveData = CreateSaveData();
|
||||
await saveRepo.SaveAsync(slot, saveData);
|
||||
}
|
||||
@ -296,7 +302,7 @@ public class SaveDataMigrator
|
||||
// 加载时自动迁移
|
||||
public async Task<SaveDataV2> LoadWithMigration(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveDataV2>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveDataV2>>();
|
||||
var data = await saveRepo.LoadAsync(slot);
|
||||
|
||||
if (data.Version < 2)
|
||||
@ -318,11 +324,15 @@ public async Task<SaveDataV2> LoadWithMigration(int slot)
|
||||
### 使用数据仓库
|
||||
|
||||
```csharp
|
||||
public class SettingsController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class SettingsController : IController
|
||||
{
|
||||
public async Task SaveSettings()
|
||||
{
|
||||
var dataRepo = this.GetUtility<IDataRepository>();
|
||||
var dataRepo = Context.GetUtility<IDataRepository>();
|
||||
|
||||
var settings = new GameSettings
|
||||
{
|
||||
@ -340,7 +350,7 @@ public class SettingsController : IController
|
||||
|
||||
public async Task<GameSettings> LoadSettings()
|
||||
{
|
||||
var dataRepo = this.GetUtility<IDataRepository>();
|
||||
var dataRepo = Context.GetUtility<IDataRepository>();
|
||||
var location = new DataLocation("settings", "game_settings.json");
|
||||
|
||||
// 检查是否存在
|
||||
@ -360,7 +370,7 @@ public class SettingsController : IController
|
||||
```csharp
|
||||
public async Task SaveAllGameData()
|
||||
{
|
||||
var dataRepo = this.GetUtility<IDataRepository>();
|
||||
var dataRepo = Context.GetUtility<IDataRepository>();
|
||||
|
||||
var dataList = new List<(IDataLocation, IData)>
|
||||
{
|
||||
@ -380,7 +390,7 @@ public async Task SaveAllGameData()
|
||||
```csharp
|
||||
public async Task BackupSave(int slot)
|
||||
{
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
if (!await saveRepo.ExistsAsync(slot))
|
||||
{
|
||||
@ -401,7 +411,7 @@ public async Task BackupSave(int slot)
|
||||
public async Task RestoreBackup(int slot)
|
||||
{
|
||||
int backupSlot = slot + 100;
|
||||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||||
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
|
||||
|
||||
if (!await saveRepo.ExistsAsync(backupSlot))
|
||||
{
|
||||
|
||||
@ -164,13 +164,15 @@ public class GameSceneRegistry : IGameSceneRegistry
|
||||
使用场景路由进行导航:
|
||||
|
||||
```csharp
|
||||
public class GameController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
public async Task StartGame()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
// 替换当前场景(清空场景栈)
|
||||
await sceneRouter.ReplaceAsync("Gameplay");
|
||||
@ -178,7 +180,7 @@ public class GameController : IController
|
||||
|
||||
public async Task ShowPauseMenu()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
// 压入新场景(保留当前场景)
|
||||
await sceneRouter.PushAsync("Pause");
|
||||
@ -186,7 +188,7 @@ public class GameController : IController
|
||||
|
||||
public async Task ClosePauseMenu()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
// 弹出当前场景(恢复上一个场景)
|
||||
await sceneRouter.PopAsync();
|
||||
@ -350,13 +352,15 @@ sceneRouter.AddTransitionHandler(new FadeTransitionHandler());
|
||||
### 场景栈管理
|
||||
|
||||
```csharp
|
||||
public class SceneNavigationController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class SceneNavigationController : IController
|
||||
{
|
||||
public async Task NavigateToSettings()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
// 检查场景是否已在栈中
|
||||
if (sceneRouter.Contains("Settings"))
|
||||
@ -371,7 +375,7 @@ public class SceneNavigationController : IController
|
||||
|
||||
public void ShowSceneStack()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
Console.WriteLine("当前场景栈:");
|
||||
foreach (var scene in sceneRouter.Stack)
|
||||
@ -382,7 +386,7 @@ public class SceneNavigationController : IController
|
||||
|
||||
public async Task ReturnToMainMenu()
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
// 清空所有场景并加载主菜单
|
||||
await sceneRouter.ClearAsync();
|
||||
@ -432,13 +436,15 @@ public class GameplayScene : IScene
|
||||
### 场景预加载
|
||||
|
||||
```csharp
|
||||
public class PreloadController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PreloadController : IController
|
||||
{
|
||||
public async Task PreloadNextLevel()
|
||||
{
|
||||
var sceneFactory = this.GetUtility<ISceneFactory>();
|
||||
var sceneFactory = Context.GetUtility<ISceneFactory>();
|
||||
|
||||
// 预加载下一关场景
|
||||
var scene = sceneFactory.Create("Level2");
|
||||
@ -556,7 +562,7 @@ await sceneRouter.ReplaceAsync("Gameplay", new GameplayEnterParam
|
||||
2. **通过 Model**:
|
||||
|
||||
```csharp
|
||||
var gameModel = this.GetModel<GameModel>();
|
||||
var gameModel = Context.GetModel<GameModel>();
|
||||
gameModel.CurrentLevel = 5;
|
||||
await sceneRouter.ReplaceAsync("Gameplay");
|
||||
```
|
||||
@ -564,7 +570,7 @@ await sceneRouter.ReplaceAsync("Gameplay");
|
||||
3. **通过事件**:
|
||||
|
||||
```csharp
|
||||
this.SendEvent(new LevelSelectedEvent { Level = 5 });
|
||||
Context.SendEvent(new LevelSelectedEvent { Level = 5 });
|
||||
await sceneRouter.ReplaceAsync("Gameplay");
|
||||
```
|
||||
|
||||
@ -598,7 +604,7 @@ public class LoadingScreenHandler : ISceneTransitionHandler
|
||||
```csharp
|
||||
public async Task ChangeScene(string sceneKey)
|
||||
{
|
||||
var sceneRouter = this.GetSystem<ISceneRouter>();
|
||||
var sceneRouter = Context.GetSystem<ISceneRouter>();
|
||||
|
||||
if (sceneRouter.IsTransitioning)
|
||||
{
|
||||
@ -635,7 +641,7 @@ catch (Exception ex)
|
||||
|
||||
```csharp
|
||||
// 在当前场景中预加载下一个场景
|
||||
var factory = this.GetUtility<ISceneFactory>();
|
||||
var factory = Context.GetUtility<ISceneFactory>();
|
||||
var nextScene = factory.Create("NextLevel");
|
||||
await nextScene.OnLoadAsync(null);
|
||||
|
||||
|
||||
@ -94,6 +94,8 @@ public class GameArchitecture : Architecture
|
||||
使用泛型 API 序列化对象:
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
public class PlayerData
|
||||
{
|
||||
public string Name { get; set; }
|
||||
@ -101,13 +103,12 @@ public class PlayerData
|
||||
public int Experience { get; set; }
|
||||
}
|
||||
|
||||
public class SaveController : IController
|
||||
[ContextAware]
|
||||
public partial class SaveController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void SavePlayer()
|
||||
{
|
||||
var serializer = this.GetUtility<ISerializer>();
|
||||
var serializer = Context.GetUtility<ISerializer>();
|
||||
|
||||
var player = new PlayerData
|
||||
{
|
||||
@ -131,7 +132,7 @@ public class SaveController : IController
|
||||
```csharp
|
||||
public void LoadPlayer()
|
||||
{
|
||||
var serializer = this.GetUtility<ISerializer>();
|
||||
var serializer = Context.GetUtility<ISerializer>();
|
||||
|
||||
string json = "{\"Name\":\"Player1\",\"Level\":10,\"Experience\":1000}";
|
||||
|
||||
@ -149,7 +150,7 @@ public void LoadPlayer()
|
||||
```csharp
|
||||
public void SerializeRuntimeType()
|
||||
{
|
||||
var serializer = this.GetUtility<IRuntimeTypeSerializer>();
|
||||
var serializer = Context.GetUtility<IRuntimeTypeSerializer>();
|
||||
|
||||
object data = new PlayerData { Name = "Player1", Level = 10 };
|
||||
Type dataType = data.GetType();
|
||||
@ -174,15 +175,15 @@ public void SerializeRuntimeType()
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.storage;
|
||||
using GFramework.Game.storage;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
public class DataManager : IController
|
||||
[ContextAware]
|
||||
public partial class DataManager : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public async Task SaveData()
|
||||
{
|
||||
var serializer = this.GetUtility<ISerializer>();
|
||||
var storage = this.GetUtility<IStorage>();
|
||||
var serializer = Context.GetUtility<ISerializer>();
|
||||
var storage = Context.GetUtility<IStorage>();
|
||||
|
||||
var gameData = new GameData
|
||||
{
|
||||
@ -199,8 +200,8 @@ public class DataManager : IController
|
||||
|
||||
public async Task<GameData> LoadData()
|
||||
{
|
||||
var serializer = this.GetUtility<ISerializer>();
|
||||
var storage = this.GetUtility<IStorage>();
|
||||
var serializer = Context.GetUtility<ISerializer>();
|
||||
var storage = Context.GetUtility<IStorage>();
|
||||
|
||||
// 从存储读取
|
||||
string json = await storage.ReadAsync<string>("game_data");
|
||||
|
||||
@ -126,13 +126,15 @@ public class MainMenuPage : IUiPage
|
||||
使用 UI 路由进行导航:
|
||||
|
||||
```csharp
|
||||
public class UiController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class UiController : IController
|
||||
{
|
||||
public async Task ShowSettings()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 压入设置页面(保留当前页面)
|
||||
await uiRouter.PushAsync("Settings");
|
||||
@ -140,7 +142,7 @@ public class UiController : IController
|
||||
|
||||
public async Task CloseSettings()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 弹出当前页面(返回上一页)
|
||||
await uiRouter.PopAsync();
|
||||
@ -148,7 +150,7 @@ public class UiController : IController
|
||||
|
||||
public async Task ShowMainMenu()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 替换所有页面(清空 UI 栈)
|
||||
await uiRouter.ReplaceAsync("MainMenu");
|
||||
@ -159,13 +161,12 @@ public class UiController : IController
|
||||
### 显示不同层级的 UI
|
||||
|
||||
```csharp
|
||||
public class UiController : IController
|
||||
[ContextAware]
|
||||
public partial class UiController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public void ShowDialog()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 在 Modal 层显示对话框
|
||||
var handle = uiRouter.Show("ConfirmDialog", UiLayer.Modal);
|
||||
@ -173,7 +174,7 @@ public class UiController : IController
|
||||
|
||||
public void ShowToast(string message)
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 在 Toast 层显示提示
|
||||
var handle = uiRouter.Show("ToastMessage", UiLayer.Toast,
|
||||
@ -182,7 +183,7 @@ public class UiController : IController
|
||||
|
||||
public void ShowLoading()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 在 Topmost 层显示加载界面
|
||||
var handle = uiRouter.Show("LoadingScreen", UiLayer.Topmost);
|
||||
@ -303,13 +304,17 @@ uiRouter.RegisterHandler(new FadeTransitionHandler());
|
||||
### UI 句柄管理
|
||||
|
||||
```csharp
|
||||
public class DialogController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class DialogController : IController
|
||||
{
|
||||
private UiHandle? _dialogHandle;
|
||||
|
||||
public void ShowDialog()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 显示对话框并保存句柄
|
||||
_dialogHandle = uiRouter.Show("ConfirmDialog", UiLayer.Modal);
|
||||
@ -319,7 +324,7 @@ public class DialogController : IController
|
||||
{
|
||||
if (_dialogHandle.HasValue)
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 使用句柄关闭对话框
|
||||
uiRouter.Hide(_dialogHandle.Value, UiLayer.Modal, destroy: true);
|
||||
@ -332,11 +337,15 @@ public class DialogController : IController
|
||||
### UI 栈管理
|
||||
|
||||
```csharp
|
||||
public class NavigationController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class NavigationController : IController
|
||||
{
|
||||
public void ShowUiStack()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
Console.WriteLine($"UI 栈深度: {uiRouter.Count}");
|
||||
|
||||
@ -349,13 +358,13 @@ public class NavigationController : IController
|
||||
|
||||
public bool IsSettingsOpen()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
return uiRouter.Contains("Settings");
|
||||
}
|
||||
|
||||
public bool IsTopPage(string uiKey)
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
return uiRouter.IsTop(uiKey);
|
||||
}
|
||||
}
|
||||
@ -364,11 +373,15 @@ public class NavigationController : IController
|
||||
### 多层级 UI 管理
|
||||
|
||||
```csharp
|
||||
public class LayerController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class LayerController : IController
|
||||
{
|
||||
public void ShowMultipleToasts()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// Toast 层支持重入,可以同时显示多个
|
||||
uiRouter.Show("Toast1", UiLayer.Toast);
|
||||
@ -378,7 +391,7 @@ public class LayerController : IController
|
||||
|
||||
public void ClearAllToasts()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 清空 Toast 层的所有 UI
|
||||
uiRouter.ClearLayer(UiLayer.Toast, destroy: true);
|
||||
@ -386,7 +399,7 @@ public class LayerController : IController
|
||||
|
||||
public void HideAllDialogs()
|
||||
{
|
||||
var uiRouter = this.GetSystem<IUiRouter>();
|
||||
var uiRouter = Context.GetSystem<IUiRouter>();
|
||||
|
||||
// 隐藏 Modal 层的所有对话框
|
||||
uiRouter.HideByKey("ConfirmDialog", UiLayer.Modal, hideAll: true);
|
||||
|
||||
@ -151,17 +151,19 @@ public class EnemyDamagedEvent : IEvent
|
||||
实现控制器来连接 UI 和业务逻辑:
|
||||
|
||||
```csharp
|
||||
public class GameController : IController
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameController : IController
|
||||
{
|
||||
private IArchitecture _architecture;
|
||||
private PlayerModel _playerModel;
|
||||
private GameStateModel _gameStateModel;
|
||||
|
||||
public GameController(IArchitecture architecture)
|
||||
public void Initialize()
|
||||
{
|
||||
_architecture = architecture;
|
||||
_playerModel = architecture.GetModel<PlayerModel>();
|
||||
_gameStateModel = architecture.GetModel<GameStateModel>();
|
||||
_playerModel = Context.GetModel<PlayerModel>();
|
||||
_gameStateModel = Context.GetModel<GameStateModel>();
|
||||
|
||||
// 初始化事件监听
|
||||
InitializeEventListeners();
|
||||
@ -178,18 +180,18 @@ public class GameController : IController
|
||||
public void StartGame()
|
||||
{
|
||||
_gameStateModel.IsGameRunning.Value = true;
|
||||
_architecture.SendEvent(new GameStartEvent());
|
||||
Context.SendEvent(new GameStartEvent());
|
||||
Console.WriteLine("Game started!");
|
||||
}
|
||||
|
||||
public void MovePlayer(Vector2 direction)
|
||||
{
|
||||
_architecture.SendCommand(new MovePlayerCommand { Direction = direction });
|
||||
Context.SendCommand(new MovePlayerCommand { Direction = direction });
|
||||
}
|
||||
|
||||
public void PlayerAttack(Vector2 target)
|
||||
{
|
||||
_architecture.SendCommand(new AttackCommand { TargetPosition = target });
|
||||
Context.SendCommand(new AttackCommand { TargetPosition = target });
|
||||
}
|
||||
|
||||
// UI 更新回调
|
||||
@ -270,7 +272,8 @@ class Program
|
||||
architecture.Initialize();
|
||||
|
||||
// 创建控制器
|
||||
var gameController = new GameController(architecture);
|
||||
var gameController = new GameController();
|
||||
gameController.Initialize();
|
||||
|
||||
// 开始游戏
|
||||
gameController.StartGame();
|
||||
|
||||
@ -340,27 +340,32 @@ public class GameArchitecture : AbstractArchitecture
|
||||
|
||||
```csharp
|
||||
using Godot;
|
||||
using GFramework.Godot.extensions;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
public partial class Player : CharacterBody2D
|
||||
[ContextAware]
|
||||
public partial class Player : CharacterBody2D, IController
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
// 通过扩展方法访问架构组件
|
||||
var playerModel = this.GetModel<PlayerModel>();
|
||||
var gameplaySystem = this.GetSystem<GameplaySystem>();
|
||||
// 方式 1: 通过 Context 属性访问(由 [ContextAware] 生成)
|
||||
var playerModel = Context.GetModel<PlayerModel>();
|
||||
var gameplaySystem = Context.GetSystem<GameplaySystem>();
|
||||
|
||||
// 方式 2: 通过扩展方法访问(扩展方法基于 IContextAware)
|
||||
var playerModel2 = this.GetModel<PlayerModel>();
|
||||
|
||||
// 发送事件
|
||||
this.SendEvent(new PlayerSpawnedEvent());
|
||||
Context.SendEvent(new PlayerSpawnedEvent());
|
||||
|
||||
// 执行命令
|
||||
this.SendCommand(new InitPlayerCommand());
|
||||
Context.SendCommand(new InitPlayerCommand());
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
// 在 Process 中使用架构组件
|
||||
var inputSystem = this.GetSystem<InputSystem>();
|
||||
var inputSystem = Context.GetSystem<InputSystem>();
|
||||
var movement = inputSystem.GetMovementInput();
|
||||
|
||||
Velocity = movement * 200;
|
||||
@ -407,14 +412,24 @@ public class UiArchitecture : AbstractArchitecture
|
||||
}
|
||||
|
||||
// 在不同节点中使用不同架构
|
||||
[ContextAware]
|
||||
public partial class GameNode : Node, IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
// 配置使用 GameArchitecture 的上下文提供者
|
||||
static GameNode()
|
||||
{
|
||||
SetContextProvider(new GameContextProvider());
|
||||
}
|
||||
}
|
||||
|
||||
[ContextAware]
|
||||
public partial class UiNode : Control, IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => UiArchitecture.Interface;
|
||||
// 配置使用 UiArchitecture 的上下文提供者
|
||||
static UiNode()
|
||||
{
|
||||
SetContextProvider(new UiContextProvider());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
@ -504,17 +519,23 @@ public partial class GameRoot : Node
|
||||
### 问题:如何在节点中访问架构?
|
||||
|
||||
**解答**:
|
||||
实现 `IController` 接口或使用扩展方法:
|
||||
使用 `[ContextAware]` 特性或直接使用单例:
|
||||
|
||||
```csharp
|
||||
// 方式 1: 实现 IController
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
// 方式 1: 使用 [ContextAware] 特性(推荐)
|
||||
[ContextAware]
|
||||
public partial class Player : Node, IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var model = this.GetModel<PlayerModel>();
|
||||
// 通过 Context 属性访问架构(由 [ContextAware] 生成)
|
||||
var model = Context.GetModel<PlayerModel>();
|
||||
var system = Context.GetSystem<GameplaySystem>();
|
||||
|
||||
// 或使用扩展方法(扩展方法基于 IContextAware)
|
||||
var model2 = this.GetModel<PlayerModel>();
|
||||
}
|
||||
}
|
||||
|
||||
@ -528,6 +549,13 @@ public partial class Enemy : Node
|
||||
}
|
||||
```
|
||||
|
||||
**注意**:
|
||||
|
||||
- `IController` 是标记接口,不包含任何方法
|
||||
- 架构访问能力由 `[ContextAware]` 特性提供
|
||||
- `[ContextAware]` 会自动生成 `Context` 属性和实现 `IContextAware` 接口
|
||||
- 扩展方法(如 `this.GetModel()`)基于 `IContextAware` 接口,而非 `IController`
|
||||
|
||||
### 问题:架构锚点节点是什么?
|
||||
|
||||
**解答**:
|
||||
|
||||
@ -227,6 +227,32 @@ public partial class GameFlowController : IController
|
||||
}
|
||||
```
|
||||
|
||||
### 与 IController 配合使用
|
||||
|
||||
在 Godot 项目中,控制器通常同时实现 `IController` 和使用 `[ContextAware]`:
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PlayerController : Node, IController
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
// Context 属性由 [ContextAware] 自动生成
|
||||
var playerModel = Context.GetModel<PlayerModel>();
|
||||
var combatSystem = Context.GetSystem<CombatSystem>();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**说明**:
|
||||
|
||||
- `IController` 是标记接口,标识这是一个控制器
|
||||
- `[ContextAware]` 提供架构访问能力
|
||||
- 两者配合使用是推荐的模式
|
||||
|
||||
### 何时继承 ContextAwareBase
|
||||
|
||||
如果类需要更多框架功能(如生命周期管理),应继承 `ContextAwareBase`:
|
||||
|
||||
@ -164,8 +164,8 @@ public static partial class MathHelper
|
||||
### 基础使用
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[ContextAware]
|
||||
public partial class PlayerController : IController
|
||||
@ -272,6 +272,10 @@ public async Task TestPlayerController()
|
||||
### 与其他属性组合
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.logging;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class AdvancedController : IController
|
||||
@ -506,8 +510,9 @@ public class InefficientController : IController
|
||||
### 完整的游戏控制器示例
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Attributes;
|
||||
using GFramework.Core.Abstractions;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.logging;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[Log]
|
||||
[ContextAware]
|
||||
@ -595,6 +600,10 @@ public enum CharacterState
|
||||
Dead
|
||||
}
|
||||
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.logging;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class CharacterController : Node, IController
|
||||
|
||||
@ -164,6 +164,10 @@ public partial class MySystem : AbstractSystem
|
||||
### 游戏控制器
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.logging;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class PlayerController : IController
|
||||
|
||||
@ -473,14 +473,15 @@ namespace MyShooterGame.Systems
|
||||
```csharp
|
||||
// Scripts/Controllers/PlayerController.cs
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.Core.Abstractions.architecture;
|
||||
using GFramework.Core.extensions;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
using MyShooterGame.Architecture;
|
||||
using MyShooterGame.Models;
|
||||
using Godot;
|
||||
|
||||
namespace MyShooterGame.Controllers
|
||||
{
|
||||
[ContextAware]
|
||||
public partial class PlayerController : CharacterBody2D, IController
|
||||
{
|
||||
[Export] public float Speed = 300f;
|
||||
@ -489,12 +490,10 @@ namespace MyShooterGame.Controllers
|
||||
private float _shootCooldown = 0f;
|
||||
private const float ShootInterval = 0.2f;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
// 监听玩家死亡
|
||||
var playerModel = this.GetModel<PlayerModel>();
|
||||
// 监听玩家死亡(通过 Context 属性访问架构)
|
||||
var playerModel = Context.GetModel<PlayerModel>();
|
||||
playerModel.IsAlive.RegisterOnValueChanged(isAlive =>
|
||||
{
|
||||
if (!isAlive)
|
||||
@ -630,15 +629,14 @@ public partial class Main : Node
|
||||
// Scripts/UI/MenuController.cs
|
||||
using Godot;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.Core.Abstractions.architecture;
|
||||
using GFramework.Core.extensions;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
using MyShooterGame.Architecture;
|
||||
using MyShooterGame.Systems;
|
||||
|
||||
[ContextAware]
|
||||
public partial class MenuController : Control, IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
// 连接按钮信号
|
||||
@ -650,8 +648,8 @@ public partial class MenuController : Control, IController
|
||||
{
|
||||
GD.Print("开始游戏");
|
||||
|
||||
// 初始化游戏
|
||||
var gameplaySystem = this.GetSystem<GameplaySystem>();
|
||||
// 初始化游戏(通过 Context 属性访问架构)
|
||||
var gameplaySystem = Context.GetSystem<GameplaySystem>();
|
||||
gameplaySystem.StartNewGame();
|
||||
|
||||
// 切换到游戏场景
|
||||
@ -675,27 +673,27 @@ using Godot;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.Core.Abstractions.architecture;
|
||||
using GFramework.Core.extensions;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
using MyShooterGame.Architecture;
|
||||
using MyShooterGame.Systems;
|
||||
using MyShooterGame.Models;
|
||||
|
||||
[ContextAware]
|
||||
public partial class GameScene : Node2D, IController
|
||||
{
|
||||
[Export] public PackedScene EnemyScene;
|
||||
|
||||
private SpawnSystem _spawnSystem;
|
||||
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
// 初始化生成系统
|
||||
_spawnSystem = this.GetSystem<SpawnSystem>();
|
||||
// 初始化生成系统(通过 Context 属性访问架构)
|
||||
_spawnSystem = Context.GetSystem<SpawnSystem>();
|
||||
_spawnSystem.Initialize(this, EnemyScene);
|
||||
_spawnSystem.StartSpawning();
|
||||
|
||||
// 监听游戏状态
|
||||
var gameModel = this.GetModel<GameModel>();
|
||||
var gameModel = Context.GetModel<GameModel>();
|
||||
gameModel.IsPlaying.RegisterOnValueChanged(isPlaying =>
|
||||
{
|
||||
if (!isPlaying)
|
||||
|
||||
@ -323,24 +323,23 @@ namespace MyGame.Systems
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.pause;
|
||||
using GFramework.Core.extensions;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
namespace MyGame.Controllers
|
||||
{
|
||||
/// <summary>
|
||||
/// 暂停控制器,管理复杂的暂停场景
|
||||
/// </summary>
|
||||
public class PauseController : IController
|
||||
[ContextAware]
|
||||
public partial class PauseController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
/// <summary>
|
||||
/// 显示暂停状态信息
|
||||
/// </summary>
|
||||
public void ShowPauseStatus()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
Console.WriteLine("\n=== 暂停状态 ===");
|
||||
Console.WriteLine($"全局暂停: {pauseManager.IsPaused(PauseGroup.Global)}");
|
||||
@ -370,7 +369,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void TestNestedPause()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
Console.WriteLine("--- 测试嵌套暂停 ---\n");
|
||||
|
||||
@ -410,7 +409,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void TestPauseScope()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
Console.WriteLine("--- 测试暂停作用域 ---\n");
|
||||
|
||||
@ -438,7 +437,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void EmergencyClearAll()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
Console.WriteLine("⚠️ 紧急清除所有暂停状态");
|
||||
pauseManager.ClearAll();
|
||||
@ -451,7 +450,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void ClearGroup(PauseGroup group)
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
Console.WriteLine($"清除 {group} 组的所有暂停");
|
||||
pauseManager.ClearGroup(group);
|
||||
@ -664,8 +663,8 @@ namespace MyGame
|
||||
|
||||
```csharp
|
||||
using GFramework.Core.Abstractions.pause;
|
||||
using GFramework.Core.extensions;
|
||||
using GFramework.Core.Abstractions.controller;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace MyGame.Controllers
|
||||
@ -673,10 +672,9 @@ namespace MyGame.Controllers
|
||||
/// <summary>
|
||||
/// 游戏场景控制器
|
||||
/// </summary>
|
||||
public class GameSceneController : IController
|
||||
[ContextAware]
|
||||
public partial class GameSceneController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
private PauseToken? _pauseMenuToken;
|
||||
private PauseToken? _dialogToken;
|
||||
|
||||
@ -685,7 +683,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void TogglePauseMenu()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
if (_pauseMenuToken.HasValue)
|
||||
{
|
||||
@ -707,7 +705,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public void ShowDialog(string message)
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
|
||||
// 对话框使用全局暂停
|
||||
_dialogToken = pauseManager.Push($"对话框: {message}", PauseGroup.Global);
|
||||
@ -725,7 +723,7 @@ namespace MyGame.Controllers
|
||||
return;
|
||||
}
|
||||
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
pauseManager.Pop(_dialogToken.Value);
|
||||
_dialogToken = null;
|
||||
Console.WriteLine("对话框已关闭");
|
||||
@ -736,7 +734,7 @@ namespace MyGame.Controllers
|
||||
/// </summary>
|
||||
public async Task RunGameLoop()
|
||||
{
|
||||
var pauseManager = this.GetUtility<IPauseStackManager>();
|
||||
var pauseManager = Context.GetUtility<IPauseStackManager>();
|
||||
int frame = 0;
|
||||
|
||||
Console.WriteLine("\n=== 游戏循环开始 ===\n");
|
||||
|
||||
@ -398,19 +398,19 @@ using GFramework.Core.Abstractions.state;
|
||||
using GFramework.Core.extensions;
|
||||
using MyGame.States;
|
||||
using System.Threading.Tasks;
|
||||
using GFramework.SourceGenerators.Abstractions.rule;
|
||||
|
||||
namespace MyGame.Controllers
|
||||
{
|
||||
public class GameFlowController : IController
|
||||
[ContextAware]
|
||||
public partial class GameFlowController : IController
|
||||
{
|
||||
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
|
||||
|
||||
/// <summary>
|
||||
/// 开始游戏
|
||||
/// </summary>
|
||||
public async Task StartGame(int level = 1)
|
||||
{
|
||||
var stateMachine = this.GetSystem<IStateMachineSystem>();
|
||||
var stateMachine = Context.GetSystem<IStateMachineSystem>();
|
||||
|
||||
// 设置加载状态的目标关卡
|
||||
var loadingState = stateMachine.GetState<LoadingState>();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user