Merge pull request #88 from GeWuYou/refactor/controllers-to-context-aware-architecture-access

refactor(docs): 修正文档中关于IController的描述
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gewuyou 2026-03-08 11:39:51 +08:00 committed by GitHub
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32 changed files with 18393 additions and 18220 deletions

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@ -1,10 +1,38 @@
namespace GFramework.Core.Abstractions.controller;
/// <summary>
/// 控制器接口,定义了控制器的基本契约和行为规范
/// 控制器标记接口,用于标识控制器组件
/// </summary>
/// <remarks>
/// 该接口为框架中的控制器组件提供统一的抽象定义,
/// 用于实现控制器的标准功能和生命周期管理
/// <para>
/// IController 是一个标记接口Marker Interface不包含任何方法或属性。
/// 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。
/// </para>
/// <para>
/// 架构访问 :控制器通常需要访问架构上下文。使用 [ContextAware] 特性
/// 自动生成上下文访问能力:
/// </para>
/// <code>
/// using GFramework.SourceGenerators.Abstractions.rule;
///
/// [ContextAware]
/// public partial class PlayerController : IController
/// {
/// public void Initialize()
/// {
/// // [ContextAware] 实现 IContextAware 接口,可使用扩展方法
/// var playerModel = this.GetModel&lt;PlayerModel&gt;();
/// var gameSystem = this.GetSystem&lt;GameSystem&gt;();
/// }
/// }
/// </code>
/// <para>
/// 注意:
/// </para>
/// <list type="bullet">
/// <item>必须添加 partial 关键字</item>
/// <item>[ContextAware] 特性会自动实现 IContextAware 接口</item>
/// <item>可使用 this.GetModel()、this.GetSystem() 等扩展方法访问架构</item>
/// </list>
/// </remarks>
public interface IController;

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@ -92,7 +92,7 @@ public partial class PlayerController : Node, IController
public override void _Ready()
{
_playerModel = Context.GetModel&lt;PlayerModel&gt;();
_playerModel = this.GetModel&lt;PlayerModel&gt;();
// 监听数据变化,更新视图
_playerModel.Health.Register(UpdateHealthUI);
@ -107,7 +107,7 @@ public partial class PlayerController : Node, IController
if (keyEvent.Keycode == Key.Space)
{
// 发送命令修改 Model
Context.SendCommand(new AttackCommand());
this.SendCommand(new AttackCommand());
}
}
}
@ -238,7 +238,7 @@ public partial class PlayerView : Control, IController
public override void _Ready()
{
_viewModel = Context.GetModel&lt;PlayerViewModel&gt;();
_viewModel = this.GetModel&lt;PlayerViewModel&gt;();
_healthLabel = GetNode&lt;Label&gt;("HealthLabel");
_healthBar = GetNode&lt;ProgressBar&gt;("HealthBar");
@ -319,10 +319,9 @@ public class BuyItemCommand : AbstractCommand&lt;BuyItemInput&gt;
}
// 使用命令
public class ShopController : IController
[ContextAware]
public partial class ShopController : IController
{
public IArchitecture GetArchitecture() =&gt; GameArchitecture.Interface;
public void OnBuyButtonClicked(string itemId, int quantity)
{
// 创建并发送命令
@ -456,10 +455,9 @@ public class GetPlayerStatsQuery : AbstractQuery&lt;GetPlayerStatsInput, PlayerS
}
// 使用查询
public class CharacterPanelController : IController
[ContextAware]
public partial class CharacterPanelController : IController
{
public IArchitecture GetArchitecture() =&gt; GameArchitecture.Interface;
public void ShowCharacterStats()
{
var input = new GetPlayerStatsInput { PlayerId = "player1" };
@ -623,20 +621,19 @@ public class AchievementSystem : AbstractSystem
}
// Controller 监听事件
public class UIController : IController
[ContextAware]
public partial class UIController : IController
{
private IUnRegisterList _unregisterList = new UnRegisterList();
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public void Initialize()
{
// 监听成就解锁事件
this.RegisterEvent&lt;AchievementUnlockedEvent&gt;(OnAchievementUnlocked)
this.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
.AddToUnregisterList(_unregisterList);
// 监听玩家死亡事件
this.RegisterEvent&lt;PlayerDiedEvent&gt;(OnPlayerDied)
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
.AddToUnregisterList(_unregisterList);
}
@ -660,8 +657,11 @@ public class UIController : IController
### 事件组合
```csharp
using GFramework.SourceGenerators.Abstractions.rule;
// 使用 OrEvent 组合多个事件
public class InputController : IController
[ContextAware]
public partial class InputController : IController
{
public void Initialize()
{
@ -877,14 +877,13 @@ public class GameplaySystem : AbstractSystem
}
// 在 Controller 中使用
public class MenuController : IController
[ContextAware]
public partial class MenuController : IController
{
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public void OnStartButtonClicked()
{
// 通过架构获取服务
var gameModel = this.GetModel&lt;GameModel&gt;();
var gameModel = this.GetModel<GameModel>();
gameModel.GameState.Value = GameState.Playing;
// 发送命令
@ -1259,26 +1258,25 @@ public class GameArchitecture : Architecture
}
// 使用状态机
public class GameController : IController
[ContextAware]
public partial class GameController : IController
{
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public async Task StartGame()
{
var stateMachine = this.GetSystem&lt;IStateMachineSystem&gt;();
await stateMachine.ChangeToAsync&lt;GameplayState&gt;();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
public async Task PauseGame()
{
var stateMachine = this.GetSystem&lt;IStateMachineSystem&gt;();
await stateMachine.ChangeToAsync&lt;PauseState&gt;();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<PauseState>();
}
public async Task ResumeGame()
{
var stateMachine = this.GetSystem&lt;IStateMachineSystem&gt;();
await stateMachine.ChangeToAsync&lt;GameplayState&gt;();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
}
```
@ -1710,7 +1708,7 @@ namespace Game.Controllers
public override void _Ready()
{
_playerModel = Context.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
// 监听用户输入
SetProcessInput(true);
@ -1725,7 +1723,7 @@ namespace Game.Controllers
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetInputDirection(keyEvent);
Context.SendEvent(new PlayerInputEvent { Direction = direction });
this.SendEvent(new PlayerInputEvent { Direction = direction });
}
}

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@ -32,12 +32,16 @@ public class CombatSystem : AbstractSystem
}
}
public class PlayerController : IController
using GFramework.Core.Abstractions.controller;
using GFramework.SourceGenerators.Abstractions.rule;
[ContextAware]
public partial class PlayerController : IController
{
// Controller连接 UI 和逻辑
public void Initialize()
{
var player = _architecture.GetModel<PlayerModel>();
var player = this.GetModel<PlayerModel>();
player.Health.RegisterWithInitValue(OnHealthChanged);
}
@ -177,13 +181,17 @@ public class StorageUtility : IUtility { }
### 1. 正确的注销管理
```csharp
public class MyController : IController
using GFramework.Core.Abstractions.controller;
using GFramework.SourceGenerators.Abstractions.rule;
[ContextAware]
public partial class MyController : IController
{
private IUnRegisterList _unregisterList = new UnRegisterList();
public void Initialize()
{
var model = _architecture.GetModel<PlayerModel>();
var model = this.GetModel<PlayerModel>();
// 注册事件并添加到注销列表
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
@ -235,7 +243,7 @@ public class GameManager
// ❌ 低效:每次都查询
public void Update()
{
var model = _architecture.GetModel<PlayerModel>();
var model = this.GetModel<PlayerModel>();
model.Health.Value -= 1;
}
@ -244,7 +252,7 @@ private PlayerModel _playerModel;
public void Initialize()
{
_playerModel = _architecture.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
}
public void Update()

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@ -277,18 +277,22 @@ public class PoolMonitorSystem : AbstractSystem
### 1. 避免事件订阅泄漏
```csharp
using GFramework.Core.Abstractions.controller;
using GFramework.SourceGenerators.Abstractions.rule;
// ✅ 好的做法:正确管理事件订阅
public class PlayerController : Node, IController
[ContextAware]
public partial class PlayerController : Node, IController
{
private IUnRegisterList _unRegisterList = new UnRegisterList();
private PlayerModel _playerModel;
public void Initialize(IArchitectureContext context)
public void Initialize()
{
_playerModel = context.GetModel&lt;PlayerModel&gt;();
_playerModel = this.GetModel&lt;PlayerModel&gt;();
// 使用 UnRegisterList 管理订阅
context.RegisterEvent&lt;PlayerDamagedEvent&gt;(OnPlayerDamaged)
this.RegisterEvent&lt;PlayerDamagedEvent&gt;(OnPlayerDamaged)
.AddTo(_unRegisterList);
_playerModel.Health.Register(OnHealthChanged)
@ -306,14 +310,15 @@ public class PlayerController : Node, IController
}
// ❌ 避免:忘记取消订阅
public class PlayerController : Node, IController
[ContextAware]
public partial class PlayerController : Node, IController
{
public void Initialize(IArchitectureContext context)
public void Initialize()
{
// 订阅事件但从不取消订阅
context.RegisterEvent&lt;PlayerDamagedEvent&gt;(OnPlayerDamaged);
this.RegisterEvent&lt;PlayerDamagedEvent&gt;(OnPlayerDamaged);
var playerModel = context.GetModel&lt;PlayerModel&gt;();
var playerModel = this.GetModel&lt;PlayerModel&gt;();
playerModel.Health.Register(OnHealthChanged);
// 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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@ -176,13 +176,15 @@ await architecture.WaitUntilReadyAsync();
// 4. 通过依赖注入使用架构
// 在 Controller 或其他组件中获取架构实例
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 Model
// 获取 Model(使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口))
var playerModel = this.GetModel<PlayerModel>();
// 发送命令

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@ -56,10 +56,12 @@ public class SimpleCommand : AbstractCommand
}
// 使用命令
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 OnRestoreHealthButtonClicked()
{
this.SendCommand(new SimpleCommand());
@ -194,10 +196,12 @@ public class StartGameCommand : AbstractCommand<StartGameInput>
}
// 使用命令
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 OnStartButtonClicked()
{
var input = new StartGameInput { LevelId = 1, PlayerName = "Player1" };

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@ -622,10 +622,11 @@ public class SettingsSystem : AbstractSystem
### 在 Controller 中使用
```csharp
public class SettingsController : IController
{
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
using GFramework.SourceGenerators.Abstractions.rule;
[ContextAware]
public partial class SettingsController : IController
{
public void ApplyGraphicsSettings(int quality, bool fullscreen)
{
var config = this.GetUtility<IConfigurationManager>();

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@ -232,13 +232,14 @@ public class GameArchitecture : Architecture
using Arch.Core;
using GFramework.Core.Abstractions.controller;
using MyGame.Components;
using GFramework.Core.Abstractions.controller;
using GFramework.SourceGenerators.Abstractions.rule;
public class GameController : IController
[ContextAware]
public partial class GameController : IController
{
private World _world;
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public void Start()
{
// 获取 World

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@ -353,12 +353,14 @@ public class CombatSystem : AbstractSystem
### Controller 中注册事件
```csharp
public class GameController : IController
using GFramework.Core.Abstractions.controller;
using GFramework.SourceGenerators.Abstractions.rule;
[ContextAware]
public partial class GameController : IController
{
private IUnRegisterList _unregisterList = new UnRegisterList();
public IArchitecture GetArchitecture() => GameArchitecture.Interface;
public void Initialize()
{
// 注册多个事件
@ -449,10 +451,12 @@ 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
@ -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();

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@ -109,12 +109,13 @@ 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
@ -126,13 +127,14 @@ 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>();
@ -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
@ -357,12 +362,13 @@ 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>();
@ -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)
@ -674,13 +682,14 @@ 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>();
@ -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"))

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@ -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;
@ -206,8 +210,6 @@ 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>();
@ -269,6 +271,7 @@ public class SettingsModel : AbstractModel
}
// UI Controller
[ContextAware]
public partial class VolumeSlider : HSlider, IController
{
private BindableProperty<float> _volumeProperty;
@ -339,7 +342,11 @@ 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()
{

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@ -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;

View File

@ -128,10 +128,12 @@ 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>();
@ -218,7 +220,11 @@ 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()
{

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@ -185,10 +185,12 @@ 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

View File

@ -102,10 +102,12 @@ 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>>();
@ -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;
@ -318,7 +324,11 @@ 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()
{

View File

@ -937,7 +937,7 @@ public partial class GameManager : Node, IController
// 加载初始场景
LoadInitialScene();
Context.SendEvent(new NewGameStartedEvent { PlayerName = playerName });
this.SendEvent(new NewGameStartedEvent { PlayerName = playerName });
}
public void LoadGame(int slotId)
@ -952,19 +952,19 @@ public partial class GameManager : Node, IController
// 恢复游戏状态
RestoreGameState(saveData);
Context.SendEvent(new GameLoadedEvent { SlotId = slotId });
this.SendEvent(new GameLoadedEvent { SlotId = slotId });
Logger.Info("Game loaded successfully");
}
else
{
Logger.Warning($"No save data found in slot {slotId}");
Context.SendEvent(new GameLoadFailedEvent { SlotId = slotId });
this.SendEvent(new GameLoadFailedEvent { SlotId = slotId });
}
}
catch (Exception ex)
{
Logger.Error($"Failed to load game: {ex.Message}");
Context.SendEvent(new GameLoadFailedEvent { SlotId = slotId, Error = ex.Message });
this.SendEvent(new GameLoadFailedEvent { SlotId = slotId, Error = ex.Message });
}
}
@ -977,13 +977,13 @@ public partial class GameManager : Node, IController
var saveData = CreateSaveData();
_dataManager.SaveGame(slotId, saveData);
Context.SendEvent(new GameSavedEvent { SlotId = slotId });
this.SendEvent(new GameSavedEvent { SlotId = slotId });
Logger.Info("Game saved successfully");
}
catch (Exception ex)
{
Logger.Error($"Failed to save game: {ex.Message}");
Context.SendEvent(new GameSaveFailedEvent { SlotId = slotId, Error = ex.Message });
this.SendEvent(new GameSaveFailedEvent { SlotId = slotId, Error = ex.Message });
}
}
@ -1014,9 +1014,9 @@ public partial class GameManager : Node, IController
gameWorld.AddChild(player);
// 恢复其他游戏状态
Context.GetModel<PlayerModel>().Health.Value = saveData.PlayerHealth;
Context.GetModel<GameModel>().CurrentLevel.Value = saveData.CurrentLevel;
Context.GetModel<InventoryModel>().LoadFromData(saveData.Inventory);
this.GetModel<PlayerModel>().Health.Value = saveData.PlayerHealth;
this.GetModel<GameModel>().CurrentLevel.Value = saveData.CurrentLevel;
this.GetModel<InventoryModel>().LoadFromData(saveData.Inventory);
}
private SaveData CreateSaveData()
@ -1026,9 +1026,9 @@ public partial class GameManager : Node, IController
return new SaveData
{
PlayerPosition = player?.Position ?? Vector2.Zero,
PlayerHealth = Context.GetModel<PlayerModel>().Health.Value,
CurrentLevel = Context.GetModel<GameModel>().CurrentLevel.Value,
Inventory = Context.GetModel<InventoryModel>().GetData(),
PlayerHealth = this.GetModel<PlayerModel>().Health.Value,
CurrentLevel = this.GetModel<GameModel>().CurrentLevel.Value,
Inventory = this.GetModel<InventoryModel>().GetData(),
Timestamp = DateTime.UtcNow,
Version = 1
};
@ -1094,7 +1094,7 @@ public class AutoSaveSystem : AbstractSystem
var saveData = CreateAutoSaveData();
// 保存到自动存档槽
var storage = Context.GetUtility<IStorage>();
var storage = this.GetUtility<IStorage>();
storage.Write("autosave", saveData);
storage.Write("autosave/timestamp", DateTime.UtcNow);
@ -1330,7 +1330,7 @@ public class PlayerModule : AbstractModule
private void OnPlayerDeath(PlayerDeathEvent e)
{
// 触发保存模块的事件
Context.SendEvent(new RequestAutoSaveEvent { Reason = "Player Death" });
this.SendEvent(new RequestAutoSaveEvent { Reason = "Player Death" });
}
}
```

View File

@ -164,10 +164,12 @@ 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>();
@ -350,10 +352,12 @@ 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>();
@ -432,10 +436,12 @@ 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>();

View File

@ -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; }
@ -101,10 +103,9 @@ 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>();
@ -174,11 +175,11 @@ 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>();

View File

@ -126,10 +126,12 @@ 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>();
@ -159,10 +161,9 @@ 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>();
@ -303,7 +304,11 @@ 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;
@ -332,7 +337,11 @@ 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()
{
@ -364,7 +373,11 @@ 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()
{

View File

@ -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 = this.GetModel<PlayerModel>();
_gameStateModel = this.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());
this.SendEvent(new GameStartEvent());
Console.WriteLine("Game started!");
}
public void MovePlayer(Vector2 direction)
{
_architecture.SendCommand(new MovePlayerCommand { Direction = direction });
this.SendCommand(new MovePlayerCommand { Direction = direction });
}
public void PlayerAttack(Vector2 target)
{
_architecture.SendCommand(new AttackCommand { TargetPosition = target });
this.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();

View File

@ -340,13 +340,15 @@ 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
// 使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口)
var playerModel = this.GetModel<PlayerModel>();
var gameplaySystem = this.GetSystem<GameplaySystem>();
@ -407,14 +409,24 @@ 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 +516,20 @@ 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()
{
// 使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口)
var model = this.GetModel<PlayerModel>();
var system = this.GetSystem<GameplaySystem>();
}
}
@ -528,6 +543,13 @@ 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**

View File

@ -75,7 +75,7 @@ private System.Collections.IEnumerator WaitUntilCondition()
GD.Print("等待生命值恢复");
// 等待生命值大于 50
var playerModel = Context.GetModel<PlayerModel>();
var playerModel = this.GetModel<PlayerModel>();
yield return new WaitUntil(() => playerModel.Health.Value > 50);
GD.Print("生命值已恢复!");
@ -140,7 +140,7 @@ private System.Collections.IEnumerator EndOfFrameExample()
```csharp
private System.Collections.IEnumerator WaitUntilExample()
{
var health = Context.GetModel<PlayerModel>().Health;
var health = this.GetModel<PlayerModel>().Health;
// 持续等待直到条件满足
yield return new WaitUntil(() => health.Value > 0);
@ -156,7 +156,7 @@ private System.Collections.IEnumerator WaitUntilExample()
```csharp
private System.Collections.IEnumerator WaitWhileExample()
{
var gameState = Context.GetModel<GameModel>();
var gameState = this.GetModel<GameModel>();
// 等待游戏不再暂停
yield return new WaitWhile(() => gameState.IsPaused.Value);
@ -174,7 +174,7 @@ private System.Collections.IEnumerator WaitWhileExample()
```csharp
private System.Collections.IEnumerator CombinedWait()
{
var health = Context.GetModel<PlayerModel>().Health;
var health = this.GetModel<PlayerModel>().Health;
var button = GetNode<Button>("Button");
// 等待生命值恢复或按钮点击(任一条件满足即可)

View File

@ -162,7 +162,7 @@ public partial class PlayerController : Node, IController
public override void _Ready()
{
// 获取模型引用
_playerModel = Context.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
// 注册事件监听,自动与节点生命周期绑定
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput)
@ -185,7 +185,7 @@ public partial class PlayerController : Node, IController
MovePlayer(1, 0);
break;
case "attack":
Context.SendCommand(new AttackCommand());
this.SendCommand(new AttackCommand());
break;
}
}
@ -312,7 +312,7 @@ public partial class UIController : Node, IController
// Godot 信号 -> 框架事件
this.CreateSignalBuilder(Button.SignalName.Pressed)
.Connect(() => {
Context.SendEvent(new UIButtonClickEvent { ButtonId = "start_game" });
this.SendEvent(new UIButtonClickEvent { ButtonId = "start_game" });
})
.UnRegisterWhenNodeExitTree(this);
@ -392,7 +392,7 @@ public partial class WeaponController : Node, IController
protected override void OnInit()
{
_bulletPool = Context.GetSystem<BulletPoolSystem>();
_bulletPool = this.GetSystem<BulletPoolSystem>();
}
public void Shoot(Vector3 direction)
@ -528,7 +528,7 @@ public partial class GameController : Node, IController
Logger.Debug("Starting game");
// 发送游戏开始事件
Context.SendEvent(new GameStartEvent());
this.SendEvent(new GameStartEvent());
Logger.Info("Game started");
}
@ -536,7 +536,7 @@ public partial class GameController : Node, IController
public void PauseGame()
{
Logger.Info("Game paused");
Context.SendEvent(new GamePauseEvent());
this.SendEvent(new GamePauseEvent());
}
}
```
@ -610,7 +610,7 @@ public partial class PlayerController : CharacterBody2D, IController
public override void _Ready()
{
_playerModel = Context.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
// 输入处理
SetProcessInput(true);
@ -639,7 +639,7 @@ public partial class PlayerController : CharacterBody2D, IController
{
if (CanShoot())
{
var bulletPool = Context.GetSystem<BulletPoolSystem>();
var bulletPool = this.GetSystem<BulletPoolSystem>();
var bullet = bulletPool.Spawn("player");
if (bullet != null)
@ -648,7 +648,7 @@ public partial class PlayerController : CharacterBody2D, IController
bullet.Initialize(GlobalPosition, direction.Normalized());
GetTree().Root.AddChild(bullet);
Context.SendEvent(new BulletFiredEvent());
this.SendEvent(new BulletFiredEvent());
}
}
}
@ -666,7 +666,7 @@ public partial class PlayerController : CharacterBody2D, IController
private void Die()
{
Logger.Info("Player died");
Context.SendEvent(new PlayerDeathEvent());
this.SendEvent(new PlayerDeathEvent());
QueueFreeX();
}
}

View File

@ -29,17 +29,17 @@ public partial class PlayerController : IController
{
public void Initialize()
{
// Context 属性自动生成,提供架构上下文访问
var playerModel = Context.GetModel<PlayerModel>();
var combatSystem = Context.GetSystem<CombatSystem>();
// 使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口)
var playerModel = this.GetModel<PlayerModel>();
var combatSystem = this.GetSystem<CombatSystem>();
Context.SendEvent(new PlayerInitializedEvent());
this.SendEvent(new PlayerInitializedEvent());
}
public void Attack(Enemy target)
{
var damage = Context.GetUtility<DamageCalculator>().Calculate(this, target);
Context.SendCommand(new DealDamageCommand(target, damage));
var damage = this.GetUtility<DamageCalculator>().Calculate(this, target);
this.SendCommand(new DealDamageCommand(target, damage));
}
}
```
@ -218,8 +218,8 @@ public partial class GameFlowController : IController
{
public async Task StartGame()
{
var saveSystem = Context.GetSystem<SaveSystem>();
var uiSystem = Context.GetSystem<UISystem>();
var saveSystem = this.GetSystem<SaveSystem>();
var uiSystem = this.GetSystem<UISystem>();
await saveSystem.LoadAsync();
await uiSystem.ShowMainMenuAsync();
@ -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()
{
// 使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口)
var playerModel = this.GetModel<PlayerModel>();
var combatSystem = this.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`
@ -238,7 +264,7 @@ public class PlayerModel : AbstractModel
// AbstractModel 已经继承了 ContextAwareBase
protected override void OnInit()
{
var config = Context.GetUtility<ConfigLoader>().Load<PlayerConfig>();
var config = this.GetUtility<ConfigLoader>().Load<PlayerConfig>();
}
}
@ -248,7 +274,7 @@ public partial class SimpleHelper
{
public void DoSomething()
{
Context.SendEvent(new SomethingHappenedEvent());
this.SendEvent(new SomethingHappenedEvent());
}
}
```
@ -308,13 +334,13 @@ public partial class MyController
// ❌ 错误:构造函数执行时上下文可能未初始化
public MyController()
{
var model = Context.GetModel<SomeModel>(); // 可能为 null
var model = this.GetModel<SomeModel>(); // 可能为 null
}
// ✅ 正确:在初始化方法中访问
public void Initialize()
{
var model = Context.GetModel<SomeModel>(); // 安全
var model = this.GetModel<SomeModel>(); // 安全
}
}
```
@ -327,8 +353,8 @@ public partial class MyController
{
public void DoSomething()
{
// ✅ 推荐:使用生成的 Context 属性
var model = Context.GetModel<SomeModel>();
// ✅ 推荐:使用扩展方法
var model = this.GetModel<SomeModel>();
// ❌ 不推荐:显式调用接口方法
var context = ((IContextAware)this).GetContext();

View File

@ -164,19 +164,19 @@ 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
{
public void Initialize()
{
// Context 属性自动生成,提供架构上下文访问
var playerModel = Context.GetModel<PlayerModel>();
var combatSystem = Context.GetSystem<CombatSystem>();
// 使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口)
var playerModel = this.GetModel<PlayerModel>();
var combatSystem = this.GetSystem<CombatSystem>();
Context.SendEvent(new PlayerInitializedEvent());
this.SendEvent(new PlayerInitializedEvent());
}
}
```
@ -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
@ -280,10 +284,10 @@ public partial class AdvancedController : IController
{
Logger.Info("Processing request");
var model = Context.GetModel<PlayerModel>();
var model = this.GetModel<PlayerModel>();
Logger.Info($"Player health: {model.Health}");
Context.SendCommand(new ProcessCommand());
this.SendCommand(new ProcessCommand());
Logger.Debug("Command sent");
}
}
@ -486,7 +490,7 @@ public partial class EfficientController : IController
public void Process()
{
Logger.Info("Processing"); // 0 分配
var model = Context.GetModel<PlayerModel>(); // 0 分配
var model = this.GetModel<PlayerModel>(); // 0 分配
}
}
@ -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]
@ -519,8 +524,8 @@ public partial class GameController : Node, IController
public override void _Ready()
{
// 初始化模型和系统引用
_playerModel = Context.GetModel<PlayerModel>();
_combatSystem = Context.GetSystem<CombatSystem>();
_playerModel = this.GetModel<PlayerModel>();
_combatSystem = this.GetSystem<CombatSystem>();
// 监听事件
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput)
@ -550,7 +555,7 @@ public partial class GameController : Node, IController
{
Logger.Info("Player attacks");
_combatSystem.ProcessAttack();
Context.SendEvent(new AttackEvent());
this.SendEvent(new AttackEvent());
}
else
{
@ -564,7 +569,7 @@ public partial class GameController : Node, IController
{
Logger.Info("Player defends");
_playerModel.IsDefending.Value = true;
Context.SendEvent(new DefendEvent());
this.SendEvent(new DefendEvent());
}
else
{
@ -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
@ -603,7 +612,7 @@ public partial class CharacterController : Node, IController
public override void _Ready()
{
_characterModel = Context.GetModel<CharacterModel>();
_characterModel = this.GetModel<CharacterModel>();
// 监听状态变化
_characterModel.State.Register(OnStateChanged);
@ -649,7 +658,7 @@ public partial class CharacterController : Node, IController
Logger.Info("Character died");
DisableInput();
PlayDeathAnimation();
Context.SendEvent(new CharacterDeathEvent());
this.SendEvent(new CharacterDeathEvent());
}
}
```
@ -783,14 +792,14 @@ public partial class RobustComponent : IComponent
{
try
{
var model = Context.GetModel<RiskyModel>();
var model = this.GetModel<RiskyModel>();
model.PerformRiskyOperation();
Logger.Info("Operation completed successfully");
}
catch (Exception ex)
{
Logger.Error($"Operation failed: {ex.Message}");
Context.SendEvent(new OperationFailedEvent { Error = ex.Message });
this.SendEvent(new OperationFailedEvent { Error = ex.Message });
}
}
}

View File

@ -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

View File

@ -168,7 +168,7 @@ public partial class PlayerService : IController
try
{
Context.SendCommand(command);
this.SendCommand(command);
Logger.Info($"Player {name} created successfully");
}
catch (Exception ex)
@ -181,7 +181,7 @@ public partial class PlayerService : IController
public PlayerData GetPlayer(string name)
{
var query = new GetPlayerQuery { PlayerName = name };
return Context.SendQuery(query);
return this.SendQuery(query);
}
public List<PlayerData> GetAllPlayers(PlayerClass? classFilter = null, int? minLevel = null)
@ -191,13 +191,13 @@ public partial class PlayerService : IController
FilterByClass = classFilter,
MinLevel = minLevel
};
return Context.SendQuery(query);
return this.SendQuery(query);
}
public PlayerStatistics GetPlayerStatistics(string playerName)
{
var query = new GetPlayerStatisticsQuery { PlayerName = playerName };
return Context.SendQuery(query);
return this.SendQuery(query);
}
}
```
@ -1046,13 +1046,13 @@ public class PluginManager : IPluginContext
}
// 尝试从架构中获取
return _architecture.Context.GetUtility<T>();
return _architecture.this.GetUtility<T>();
}
public void RegisterEventHandler<T>(IEventHandler<T> handler) where T : IEvent
{
_eventHandlers.Add(handler);
_architecture.Context.RegisterEvent<T>(handler.Handle);
_architecture.this.RegisterEvent<T>(handler.Handle);
_logger.Debug($"Event handler for {typeof(T).Name} registered by plugin system");
}
@ -1167,7 +1167,7 @@ public class ChatService : IChatService
chatChannel.AddMessage(chatMessage);
// 发送事件
_architecture.Context.SendEvent(new ChatMessageReceivedEvent(chatMessage));
_architecture.this.SendEvent(new ChatMessageReceivedEvent(chatMessage));
}
public void SendSystemMessage(string message)
@ -1181,7 +1181,7 @@ public class ChatService : IChatService
};
_channels["global"].AddMessage(systemMessage);
_architecture.Context.SendEvent(new ChatMessageReceivedEvent(systemMessage));
_architecture.this.SendEvent(new ChatMessageReceivedEvent(systemMessage));
}
private string FilterMessage(string message)
@ -1444,7 +1444,7 @@ public class NetworkManager : Node, INetworkManager
private void HandlePlayerPosition(PlayerPositionMessage message)
{
// 更新其他玩家位置
Context.SendEvent(new NetworkPlayerPositionEvent
this.SendEvent(new NetworkPlayerPositionEvent
{
PlayerId = message.PlayerId,
Position = new Vector2(message.X, message.Y)
@ -1454,7 +1454,7 @@ public class NetworkManager : Node, INetworkManager
private void HandleChatMessage(ChatMessageMessage message)
{
// 显示聊天消息
Context.SendEvent(new NetworkChatEvent
this.SendEvent(new NetworkChatEvent
{
PlayerName = message.PlayerName,
Message = message.Content,
@ -1465,7 +1465,7 @@ public class NetworkManager : Node, INetworkManager
private void HandlePlayerAction(PlayerActionMessage message)
{
// 处理玩家动作
Context.SendEvent(new NetworkPlayerActionEvent
this.SendEvent(new NetworkPlayerActionEvent
{
PlayerId = message.PlayerId,
Action = message.Action,
@ -1476,7 +1476,7 @@ public class NetworkManager : Node, INetworkManager
private void HandleGameState(GameStateMessage message)
{
// 更新游戏状态
Context.SendEvent(new NetworkGameStateEvent
this.SendEvent(new NetworkGameStateEvent
{
State = message.State,
Data = message.Data
@ -1574,7 +1574,7 @@ public partial class NetworkController : Node, IController
{
var message = new PlayerPositionMessage
{
PlayerId = Context.GetModel<PlayerModel>().PlayerId,
PlayerId = this.GetModel<PlayerModel>().PlayerId,
X = position.X,
Y = position.Y,
Rotation = 0f // 根据实际需要设置
@ -1587,7 +1587,7 @@ public partial class NetworkController : Node, IController
{
var chatMessage = new ChatMessageMessage
{
PlayerName = Context.GetModel<PlayerModel>().Name,
PlayerName = this.GetModel<PlayerModel>().Name,
Content = message,
Channel = channel
};
@ -1598,13 +1598,13 @@ public partial class NetworkController : Node, IController
private void OnNetworkConnected()
{
Logger.Info("Connected to network server");
Context.SendEvent(new NetworkConnectedEvent());
this.SendEvent(new NetworkConnectedEvent());
}
private void OnNetworkDisconnected(string reason)
{
Logger.Info($"Disconnected from network server: {reason}");
Context.SendEvent(new NetworkDisconnectedEvent { Reason = reason });
this.SendEvent(new NetworkDisconnectedEvent { Reason = reason });
}
private void OnNetworkMessageReceived(NetworkMessage message)
@ -1615,7 +1615,7 @@ public partial class NetworkController : Node, IController
private void OnConnectionFailed(string error)
{
Logger.Error($"Network connection failed: {error}");
Context.SendEvent(new NetworkConnectionFailedEvent { Error = error });
this.SendEvent(new NetworkConnectionFailedEvent { Error = error });
}
}
```

View File

@ -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;
@ -489,11 +490,9 @@ 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
// 监听玩家死亡(使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口))
var playerModel = this.GetModel<PlayerModel>();
playerModel.IsAlive.RegisterOnValueChanged(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
@ -650,7 +648,7 @@ public partial class MenuController : Control, IController
{
GD.Print("开始游戏");
// 初始化游戏
// 初始化游戏(使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口))
var gameplaySystem = this.GetSystem<GameplaySystem>();
gameplaySystem.StartNewGame();
@ -675,21 +673,21 @@ 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
// 初始化生成系统(使用扩展方法访问架构([ContextAware] 实现 IContextAware 接口))
_spawnSystem = this.GetSystem<SpawnSystem>();
_spawnSystem.Initialize(this, EnemyScene);
_spawnSystem.StartSpawning();

View File

@ -186,7 +186,7 @@ public partial class PlayerController : CharacterBody2D, IController
public override void _Ready()
{
// 设置上下文
_playerModel = Context.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
// 注册事件监听,自动与节点生命周期绑定
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput)
@ -396,7 +396,7 @@ public partial class SignalController : Node, IController
_timer.Start();
// 发送框架事件
Context.SendEvent(new ButtonClickEvent { ButtonId = "main_button" });
this.SendEvent(new ButtonClickEvent { ButtonId = "main_button" });
}
private void OnTimerTimeout()
@ -407,7 +407,7 @@ public partial class SignalController : Node, IController
_progressBar.Value += 10;
// 发送框架事件
Context.SendEvent(new TimerTimeoutEvent());
this.SendEvent(new TimerTimeoutEvent());
}
private void OnProgressChanged(double value)
@ -415,7 +415,7 @@ public partial class SignalController : Node, IController
Logger.Debug($"Progress changed: {value}");
// 发送框架事件
Context.SendEvent(new ProgressChangeEvent { Value = value });
this.SendEvent(new ProgressChangeEvent { Value = value });
}
}
```
@ -450,7 +450,7 @@ public partial class SignalEventBridge : Node, IController
// Godot 信号 -> 框架事件
this.CreateSignalBuilder(_uiButton.SignalName.Pressed)
.Connect(() => {
Context.SendEvent(new UIActionEvent {
this.SendEvent(new UIActionEvent {
Action = "button_click",
Source = "main_button"
});
@ -459,7 +459,7 @@ public partial class SignalEventBridge : Node, IController
this.CreateSignalBuilder(_healthBar.SignalName.HealthDepleted)
.Connect(() => {
Context.SendEvent(new PlayerDeathEvent { Source = "health_system" });
this.SendEvent(new PlayerDeathEvent { Source = "health_system" });
})
.UnRegisterWhenNodeExitTree(this);
}
@ -599,7 +599,7 @@ public partial class SmartResourceLoader : Node, IController
Logger.Info($"Resource loaded: {request.Path}");
// 发送资源加载完成事件
Context.SendEvent(new ResourceLoadedEvent {
this.SendEvent(new ResourceLoadedEvent {
Path = request.Path,
Resource = resource
});
@ -608,7 +608,7 @@ public partial class SmartResourceLoader : Node, IController
catch (Exception ex)
{
Logger.Error($"Failed to load resource {request.Path}: {ex.Message}");
Context.SendEvent(new ResourceLoadFailedEvent {
this.SendEvent(new ResourceLoadFailedEvent {
Path = request.Path,
Error = ex.Message
});
@ -751,7 +751,7 @@ public partial class SceneResourcePreloader : Node, IController
foreach (var assetPath in resourceSet.RequiredAssets)
{
Context.SendEvent(new ResourceLoadRequestEvent {
this.SendEvent(new ResourceLoadRequestEvent {
Path = assetPath,
Priority = ResourcePriority.High
});
@ -977,7 +977,7 @@ public partial class MemoryOptimizedController : Node, IController
Logger.Warning($"High memory usage detected: {memoryUsage / 1024 / 1024} MB");
// 触发内存清理
Context.SendEvent(new HighMemoryUsageEvent {
this.SendEvent(new HighMemoryUsageEvent {
CurrentUsage = memoryUsage,
Threshold = threshold
});
@ -1163,7 +1163,7 @@ public class PlayingState : IGameState
public void Enter(StateMachineController controller)
{
controller.GetTree().Paused = false;
controller.Context.SendEvent(new GameStartEvent());
controller.this.SendEvent(new GameStartEvent());
}
public void Update(StateMachineController controller, double delta) { }
@ -1178,7 +1178,7 @@ public class PlayingState : IGameState
public void Exit(StateMachineController controller)
{
controller.Context.SendEvent(new GamePauseEvent());
controller.this.SendEvent(new GamePauseEvent());
}
}
```

View File

@ -323,18 +323,17 @@ 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>
@ -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;

View File

@ -398,13 +398,13 @@ 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>

View File

@ -832,7 +832,7 @@ public class ArchitectureIntegrationTests
await _architecture.DestroyAsync();
// Assert
var system = _architecture.Context.GetSystem&lt;TestSystem&gt;();
var system = _architecture.this.GetSystem&lt;TestSystem&gt;();
Assert.That(system!.DestroyCalled, Is.True);
Assert.That(_architecture.CurrentPhase, Is.EqualTo(ArchitecturePhase.Destroyed));
}