refactor(docs): 将 Context 属性访问替换为扩展方法访问

- 将 Context.GetModel<T>() 调用替换为 this.GetModel<T>()
- 将 Context.GetSystem<T>() 调用替换为 this.GetSystem<T>()
- 将 Context.GetUtility<T>() 调用替换为 this.GetUtility<T>()
- 将 Context.SendCommand() 调用替换为 this.SendCommand()
- 将 Context.SendQuery() 调用替换为 this.SendQuery()
- 将 Context.SendEvent() 调用替换为 this.SendEvent()
- 将 Context.RegisterEvent<T>() 调用替换为 this.RegisterEvent<T>()
This commit is contained in:
GeWuYou 2026-03-08 11:37:31 +08:00
parent 1b9e81bbdb
commit 25f7779b4e
31 changed files with 228 additions and 234 deletions

View File

@ -9,7 +9,7 @@
/// 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>
/// <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
/// 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>
@ -20,19 +20,19 @@
/// {
/// public void Initialize()
/// {
/// // Context 属性由 [ContextAware] 自动生成
/// var playerModel = Context.GetModel&lt;PlayerModel&gt;();
/// var gameSystem = Context.GetSystem&lt;GameSystem&gt;();
/// // [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>
/// <strong>注意</strong>
/// 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>Context 属性提供架构上下文访问</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");
@ -331,7 +331,7 @@ public partial class ShopController : IController
Quantity = quantity
};
Context.SendCommand(new BuyItemCommand { Input = input });
this.SendCommand(new BuyItemCommand { Input = input });
}
}
```
@ -462,7 +462,7 @@ public partial class CharacterPanelController : IController
{
var input = new GetPlayerStatsInput { PlayerId = "player1" };
var query = new GetPlayerStatsQuery { Input = input };
var stats = Context.SendQuery(query);
var stats = this.SendQuery(query);
// 显示统计信息
DisplayStats(stats);
@ -629,11 +629,11 @@ public partial class UIController : IController
public void Initialize()
{
// 监听成就解锁事件
Context.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
this.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
.AddToUnregisterList(_unregisterList);
// 监听玩家死亡事件
Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
.AddToUnregisterList(_unregisterList);
}
@ -883,11 +883,11 @@ public partial class MenuController : IController
public void OnStartButtonClicked()
{
// 通过架构获取服务
var gameModel = Context.GetModel<GameModel>();
var gameModel = this.GetModel<GameModel>();
gameModel.GameState.Value = GameState.Playing;
// 发送命令
Context.SendCommand(new StartGameCommand());
this.SendCommand(new StartGameCommand());
}
}
```
@ -1263,19 +1263,19 @@ public partial class GameController : IController
{
public async Task StartGame()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
public async Task PauseGame()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<PauseState>();
}
public async Task ResumeGame()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
}
@ -1708,7 +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);
@ -1723,7 +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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@ -41,7 +41,7 @@ public partial class PlayerController : IController
// Controller连接 UI 和逻辑
public void Initialize()
{
var player = Context.GetModel<PlayerModel>();
var player = this.GetModel<PlayerModel>();
player.Health.RegisterWithInitValue(OnHealthChanged);
}
@ -191,10 +191,10 @@ public partial class MyController : IController
public void Initialize()
{
var model = Context.GetModel<PlayerModel>();
var model = this.GetModel<PlayerModel>();
// 注册事件并添加到注销列表
Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
.AddToUnregisterList(_unregisterList);
// 注册属性监听并添加到注销列表
@ -243,7 +243,7 @@ public class GameManager
// ❌ 低效:每次都查询
public void Update()
{
var model = Context.GetModel<PlayerModel>();
var model = this.GetModel<PlayerModel>();
model.Health.Value -= 1;
}
@ -252,7 +252,7 @@ private PlayerModel _playerModel;
public void Initialize()
{
_playerModel = Context.GetModel<PlayerModel>();
_playerModel = this.GetModel<PlayerModel>();
}
public void Update()
@ -267,7 +267,7 @@ public void Update()
// ❌ 低效:每帧创建新事件
public void Update()
{
Context.SendEvent(new UpdateEvent()); // 频繁分配内存
this.SendEvent(new UpdateEvent()); // 频繁分配内存
}
// ✅ 高效:复用事件或使用对象池
@ -275,7 +275,7 @@ private UpdateEvent _updateEvent = new UpdateEvent();
public void Update()
{
Context.SendEvent(_updateEvent);
this.SendEvent(_updateEvent);
}
```
@ -445,7 +445,7 @@ public class CombatSystem : AbstractSystem
// ❌ 错误:可能导致内存泄漏
public void Initialize()
{
Context.RegisterEvent<Event1>(OnEvent1); // 未注销
this.RegisterEvent<Event1>(OnEvent1); // 未注销
}
// ✅ 正确
@ -453,7 +453,7 @@ private IUnRegisterList _unregisterList = new UnRegisterList();
public void Initialize()
{
Context.RegisterEvent<Event1>(OnEvent1)
this.RegisterEvent<Event1>(OnEvent1)
.AddToUnregisterList(_unregisterList);
}

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@ -289,10 +289,10 @@ public partial class PlayerController : Node, IController
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)
@ -316,9 +316,9 @@ public partial class PlayerController : Node, IController
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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@ -184,17 +184,17 @@ public partial class GameController : IController
{
public void Start()
{
// 获取 Model通过 Context 属性访问架构
var playerModel = Context.GetModel<PlayerModel>();
// 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
Context.SendCommand(new StartGameCommand());
this.SendCommand(new StartGameCommand());
// 发送查询
var score = Context.SendQuery(new GetScoreQuery());
var score = this.SendQuery(new GetScoreQuery());
// 注册事件
Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnPlayerDied(PlayerDiedEvent e)

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@ -64,7 +64,7 @@ public partial class GameController : IController
{
public void OnRestoreHealthButtonClicked()
{
Context.SendCommand(new SimpleCommand());
this.SendCommand(new SimpleCommand());
}
}
```
@ -205,7 +205,7 @@ public partial class GameController : IController
public void OnStartButtonClicked()
{
var input = new StartGameInput { LevelId = 1, PlayerName = "Player1" };
Context.SendCommand(new StartGameCommand { Input = input });
this.SendCommand(new StartGameCommand { Input = input });
}
}
```

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@ -629,7 +629,7 @@ public partial class SettingsController : IController
{
public void ApplyGraphicsSettings(int quality, bool fullscreen)
{
var config = Context.GetUtility<IConfigurationManager>();
var config = this.GetUtility<IConfigurationManager>();
// 更新配置(会自动触发监听器)
config.SetConfig("graphics.quality", quality);
@ -641,7 +641,7 @@ public partial class SettingsController : IController
public void ResetToDefaults()
{
var config = Context.GetUtility<IConfigurationManager>();
var config = this.GetUtility<IConfigurationManager>();
// 清空所有配置
config.Clear();

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@ -243,7 +243,7 @@ public partial class GameController : IController
public void Start()
{
// 获取 World
_world = Context.GetService<World>();
_world = this.GetService<World>();
// 创建玩家实体
var player = _world.Create(

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@ -364,13 +364,13 @@ public partial class GameController : IController
public void Initialize()
{
// 注册多个事件
Context.RegisterEvent<GameStartedEvent>(OnGameStarted)
this.RegisterEvent<GameStartedEvent>(OnGameStarted)
.AddToUnregisterList(_unregisterList);
Context.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
.AddToUnregisterList(_unregisterList);
Context.RegisterEvent<LevelCompletedEvent>(OnLevelCompleted)
this.RegisterEvent<LevelCompletedEvent>(OnLevelCompleted)
.AddToUnregisterList(_unregisterList);
}
@ -419,7 +419,7 @@ onAnyDamage.Register(() =>
```csharp
// 只处理高伤害事件
Context.RegisterEvent<DamageDealtEvent>(e =>
this.RegisterEvent<DamageDealtEvent>(e =>
{
if (e.Damage >= 50)
{
@ -461,7 +461,7 @@ public partial class TutorialController : IController
{
// 只监听一次
IUnRegister unregister = null;
unregister = Context.RegisterEvent<FirstEnemyKilledEvent>(e =>
unregister = this.RegisterEvent<FirstEnemyKilledEvent>(e =>
{
ShowTutorialComplete();
unregister?.UnRegister(); // 立即注销
@ -513,10 +513,10 @@ public partial class MyController : IController
public void Initialize()
{
// 所有注册都添加到列表
Context.RegisterEvent<Event1>(OnEvent1)
this.RegisterEvent<Event1>(OnEvent1)
.AddToUnregisterList(_unregisterList);
Context.RegisterEvent<Event2>(OnEvent2)
this.RegisterEvent<Event2>(OnEvent2)
.AddToUnregisterList(_unregisterList);
}

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@ -119,7 +119,7 @@ public partial class GameController : IController
public void Initialize()
{
// 从架构中获取暂停管理器
_pauseManager = Context.GetUtility<IPauseStackManager>();
_pauseManager = this.GetUtility<IPauseStackManager>();
}
}
```
@ -137,7 +137,7 @@ public partial class PauseMenuController : IController
public void Initialize()
{
_pauseManager = Context.GetUtility<IPauseStackManager>();
_pauseManager = this.GetUtility<IPauseStackManager>();
}
public void OpenPauseMenu()
@ -371,7 +371,7 @@ public partial class PauseIndicator : IController
public void Initialize()
{
_pauseManager = Context.GetUtility<IPauseStackManager>();
_pauseManager = this.GetUtility<IPauseStackManager>();
// 订阅状态变化事件
_pauseManager.OnPauseStateChanged += OnPauseStateChanged;
@ -692,7 +692,7 @@ public partial class ProperCleanup : IController
public void Initialize()
{
_pauseManager = Context.GetUtility<IPauseStackManager>();
_pauseManager = this.GetUtility<IPauseStackManager>();
_customHandler = new CustomPauseHandler();
_pauseManager.RegisterHandler(_customHandler);

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@ -212,7 +212,7 @@ public partial class PlayerUI : Control, IController
public override void _Ready()
{
var playerModel = Context.GetModel<PlayerModel>();
var playerModel = this.GetModel<PlayerModel>();
// 绑定生命值到UI立即显示当前值
playerModel.Health
@ -278,7 +278,7 @@ public partial class VolumeSlider : HSlider, IController
public override void _Ready()
{
_volumeProperty = Context.GetModel<SettingsModel>().MasterVolume;
_volumeProperty = this.GetModel<SettingsModel>().MasterVolume;
// Model -> UI
_volumeProperty.RegisterWithInitValue(vol => Value = vol)
@ -350,7 +350,7 @@ public partial class CombatController : Node, IController
{
public override void _Ready()
{
var playerModel = Context.GetModel<PlayerModel>();
var playerModel = this.GetModel<PlayerModel>();
// 只在生命值低于30%时显示警告
playerModel.Health.Register(hp =>

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@ -162,12 +162,12 @@ public partial class ShopUI : IController
{
// 查询玩家金币
var query = new GetPlayerGoldQuery { Input = new GetPlayerGoldInput() };
int playerGold = Context.SendQuery(query);
int playerGold = this.SendQuery(query);
if (playerGold >= _itemPrice)
{
// 发送购买命令
Context.SendCommand(new BuyItemCommand { Input = new BuyItemInput { ItemId = "sword_01" } });
this.SendCommand(new BuyItemCommand { Input = new BuyItemInput { ItemId = "sword_01" } });
}
else
{

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@ -136,7 +136,7 @@ public partial class GameController : IController
{
public async Task StartGame()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
// 切换到游戏状态
var success = await stateMachine.ChangeToAsync<GameplayState>();
@ -228,7 +228,7 @@ public partial class GameController : IController
{
public async Task NavigateBack()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
// 回退到上一个状态
var success = await stateMachine.GoBackAsync();
@ -241,7 +241,7 @@ public partial class GameController : IController
public void ShowHistory()
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
// 获取状态历史
var history = stateMachine.GetStateHistory();

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@ -194,8 +194,8 @@ public partial class GameController : IController
public void Start()
{
// 获取 System
var combatSystem = Context.GetSystem<CombatSystem>();
var questSystem = Context.GetSystem<QuestSystem>();
var combatSystem = this.GetSystem<CombatSystem>();
var questSystem = this.GetSystem<QuestSystem>();
// 使用 System
combatSystem.StartBattle();

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@ -110,7 +110,7 @@ public partial class SaveController : IController
{
public async Task SaveGame(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
// 创建存档数据
var saveData = new SaveData
@ -131,7 +131,7 @@ public partial class SaveController : IController
public async Task LoadGame(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
// 检查存档是否存在
if (!await saveRepo.ExistsAsync(slot))
@ -147,7 +147,7 @@ public partial class SaveController : IController
public async Task DeleteSave(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
// 删除存档
await saveRepo.DeleteAsync(slot);
@ -190,7 +190,7 @@ public class GameArchitecture : Architecture
```csharp
public async Task ShowSaveList()
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
// 获取所有存档槽位
var slots = await saveRepo.ListSlotsAsync();
@ -249,7 +249,7 @@ public partial class AutoSaveController : IController
private async Task SaveGame(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
var saveData = CreateSaveData();
await saveRepo.SaveAsync(slot, saveData);
}
@ -302,7 +302,7 @@ public class SaveDataMigrator
// 加载时自动迁移
public async Task<SaveDataV2> LoadWithMigration(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveDataV2>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveDataV2>>();
var data = await saveRepo.LoadAsync(slot);
if (data.Version < 2)
@ -332,7 +332,7 @@ public partial class SettingsController : IController
{
public async Task SaveSettings()
{
var dataRepo = Context.GetUtility<IDataRepository>();
var dataRepo = this.GetUtility<IDataRepository>();
var settings = new GameSettings
{
@ -350,7 +350,7 @@ public partial class SettingsController : IController
public async Task<GameSettings> LoadSettings()
{
var dataRepo = Context.GetUtility<IDataRepository>();
var dataRepo = this.GetUtility<IDataRepository>();
var location = new DataLocation("settings", "game_settings.json");
// 检查是否存在
@ -370,7 +370,7 @@ public partial class SettingsController : IController
```csharp
public async Task SaveAllGameData()
{
var dataRepo = Context.GetUtility<IDataRepository>();
var dataRepo = this.GetUtility<IDataRepository>();
var dataList = new List<(IDataLocation, IData)>
{
@ -390,7 +390,7 @@ public async Task SaveAllGameData()
```csharp
public async Task BackupSave(int slot)
{
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
if (!await saveRepo.ExistsAsync(slot))
{
@ -411,7 +411,7 @@ public async Task BackupSave(int slot)
public async Task RestoreBackup(int slot)
{
int backupSlot = slot + 100;
var saveRepo = Context.GetUtility<ISaveRepository<SaveData>>();
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
if (!await saveRepo.ExistsAsync(backupSlot))
{

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@ -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

@ -172,7 +172,7 @@ public partial class GameController : IController
{
public async Task StartGame()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
// 替换当前场景(清空场景栈)
await sceneRouter.ReplaceAsync("Gameplay");
@ -180,7 +180,7 @@ public partial class GameController : IController
public async Task ShowPauseMenu()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
// 压入新场景(保留当前场景)
await sceneRouter.PushAsync("Pause");
@ -188,7 +188,7 @@ public partial class GameController : IController
public async Task ClosePauseMenu()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
// 弹出当前场景(恢复上一个场景)
await sceneRouter.PopAsync();
@ -360,7 +360,7 @@ public partial class SceneNavigationController : IController
{
public async Task NavigateToSettings()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
// 检查场景是否已在栈中
if (sceneRouter.Contains("Settings"))
@ -375,7 +375,7 @@ public partial class SceneNavigationController : IController
public void ShowSceneStack()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
Console.WriteLine("当前场景栈:");
foreach (var scene in sceneRouter.Stack)
@ -386,7 +386,7 @@ public partial class SceneNavigationController : IController
public async Task ReturnToMainMenu()
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
// 清空所有场景并加载主菜单
await sceneRouter.ClearAsync();
@ -444,7 +444,7 @@ public partial class PreloadController : IController
{
public async Task PreloadNextLevel()
{
var sceneFactory = Context.GetUtility<ISceneFactory>();
var sceneFactory = this.GetUtility<ISceneFactory>();
// 预加载下一关场景
var scene = sceneFactory.Create("Level2");
@ -562,7 +562,7 @@ await sceneRouter.ReplaceAsync("Gameplay", new GameplayEnterParam
2. **通过 Model**
```csharp
var gameModel = Context.GetModel<GameModel>();
var gameModel = this.GetModel<GameModel>();
gameModel.CurrentLevel = 5;
await sceneRouter.ReplaceAsync("Gameplay");
```
@ -570,7 +570,7 @@ await sceneRouter.ReplaceAsync("Gameplay");
3. **通过事件**
```csharp
Context.SendEvent(new LevelSelectedEvent { Level = 5 });
this.SendEvent(new LevelSelectedEvent { Level = 5 });
await sceneRouter.ReplaceAsync("Gameplay");
```
@ -604,7 +604,7 @@ public class LoadingScreenHandler : ISceneTransitionHandler
```csharp
public async Task ChangeScene(string sceneKey)
{
var sceneRouter = Context.GetSystem<ISceneRouter>();
var sceneRouter = this.GetSystem<ISceneRouter>();
if (sceneRouter.IsTransitioning)
{
@ -641,7 +641,7 @@ catch (Exception ex)
```csharp
// 在当前场景中预加载下一个场景
var factory = Context.GetUtility<ISceneFactory>();
var factory = this.GetUtility<ISceneFactory>();
var nextScene = factory.Create("NextLevel");
await nextScene.OnLoadAsync(null);

View File

@ -108,7 +108,7 @@ public partial class SaveController : IController
{
public void SavePlayer()
{
var serializer = Context.GetUtility<ISerializer>();
var serializer = this.GetUtility<ISerializer>();
var player = new PlayerData
{
@ -132,7 +132,7 @@ public partial class SaveController : IController
```csharp
public void LoadPlayer()
{
var serializer = Context.GetUtility<ISerializer>();
var serializer = this.GetUtility<ISerializer>();
string json = "{\"Name\":\"Player1\",\"Level\":10,\"Experience\":1000}";
@ -150,7 +150,7 @@ public void LoadPlayer()
```csharp
public void SerializeRuntimeType()
{
var serializer = Context.GetUtility<IRuntimeTypeSerializer>();
var serializer = this.GetUtility<IRuntimeTypeSerializer>();
object data = new PlayerData { Name = "Player1", Level = 10 };
Type dataType = data.GetType();
@ -182,8 +182,8 @@ public partial class DataManager : IController
{
public async Task SaveData()
{
var serializer = Context.GetUtility<ISerializer>();
var storage = Context.GetUtility<IStorage>();
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
var gameData = new GameData
{
@ -200,8 +200,8 @@ public partial class DataManager : IController
public async Task<GameData> LoadData()
{
var serializer = Context.GetUtility<ISerializer>();
var storage = Context.GetUtility<IStorage>();
var serializer = this.GetUtility<ISerializer>();
var storage = this.GetUtility<IStorage>();
// 从存储读取
string json = await storage.ReadAsync<string>("game_data");

View File

@ -134,7 +134,7 @@ public partial class UiController : IController
{
public async Task ShowSettings()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 压入设置页面(保留当前页面)
await uiRouter.PushAsync("Settings");
@ -142,7 +142,7 @@ public partial class UiController : IController
public async Task CloseSettings()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 弹出当前页面(返回上一页)
await uiRouter.PopAsync();
@ -150,7 +150,7 @@ public partial class UiController : IController
public async Task ShowMainMenu()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 替换所有页面(清空 UI 栈)
await uiRouter.ReplaceAsync("MainMenu");
@ -166,7 +166,7 @@ public partial class UiController : IController
{
public void ShowDialog()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 在 Modal 层显示对话框
var handle = uiRouter.Show("ConfirmDialog", UiLayer.Modal);
@ -174,7 +174,7 @@ public partial class UiController : IController
public void ShowToast(string message)
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 在 Toast 层显示提示
var handle = uiRouter.Show("ToastMessage", UiLayer.Toast,
@ -183,7 +183,7 @@ public partial class UiController : IController
public void ShowLoading()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 在 Topmost 层显示加载界面
var handle = uiRouter.Show("LoadingScreen", UiLayer.Topmost);
@ -314,7 +314,7 @@ public partial class DialogController : IController
public void ShowDialog()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 显示对话框并保存句柄
_dialogHandle = uiRouter.Show("ConfirmDialog", UiLayer.Modal);
@ -324,7 +324,7 @@ public partial class DialogController : IController
{
if (_dialogHandle.HasValue)
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 使用句柄关闭对话框
uiRouter.Hide(_dialogHandle.Value, UiLayer.Modal, destroy: true);
@ -345,7 +345,7 @@ public partial class NavigationController : IController
{
public void ShowUiStack()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
Console.WriteLine($"UI 栈深度: {uiRouter.Count}");
@ -358,13 +358,13 @@ public partial class NavigationController : IController
public bool IsSettingsOpen()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
return uiRouter.Contains("Settings");
}
public bool IsTopPage(string uiKey)
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
return uiRouter.IsTop(uiKey);
}
}
@ -381,7 +381,7 @@ public partial class LayerController : IController
{
public void ShowMultipleToasts()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// Toast 层支持重入,可以同时显示多个
uiRouter.Show("Toast1", UiLayer.Toast);
@ -391,7 +391,7 @@ public partial class LayerController : IController
public void ClearAllToasts()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 清空 Toast 层的所有 UI
uiRouter.ClearLayer(UiLayer.Toast, destroy: true);
@ -399,7 +399,7 @@ public partial class LayerController : IController
public void HideAllDialogs()
{
var uiRouter = Context.GetSystem<IUiRouter>();
var uiRouter = this.GetSystem<IUiRouter>();
// 隐藏 Modal 层的所有对话框
uiRouter.HideByKey("ConfirmDialog", UiLayer.Modal, hideAll: true);

View File

@ -162,8 +162,8 @@ public partial class GameController : IController
public void Initialize()
{
_playerModel = Context.GetModel<PlayerModel>();
_gameStateModel = Context.GetModel<GameStateModel>();
_playerModel = this.GetModel<PlayerModel>();
_gameStateModel = this.GetModel<GameStateModel>();
// 初始化事件监听
InitializeEventListeners();
@ -180,18 +180,18 @@ public partial class GameController : IController
public void StartGame()
{
_gameStateModel.IsGameRunning.Value = true;
Context.SendEvent(new GameStartEvent());
this.SendEvent(new GameStartEvent());
Console.WriteLine("Game started!");
}
public void MovePlayer(Vector2 direction)
{
Context.SendCommand(new MovePlayerCommand { Direction = direction });
this.SendCommand(new MovePlayerCommand { Direction = direction });
}
public void PlayerAttack(Vector2 target)
{
Context.SendCommand(new AttackCommand { TargetPosition = target });
this.SendCommand(new AttackCommand { TargetPosition = target });
}
// UI 更新回调

View File

@ -348,24 +348,21 @@ public partial class Player : CharacterBody2D, IController
{
public override void _Ready()
{
// 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>();
// 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>();
// 发送事件
Context.SendEvent(new PlayerSpawnedEvent());
this.SendEvent(new PlayerSpawnedEvent());
// 执行命令
Context.SendCommand(new InitPlayerCommand());
this.SendCommand(new InitPlayerCommand());
}
public override void _Process(double delta)
{
// 在 Process 中使用架构组件
var inputSystem = Context.GetSystem<InputSystem>();
var inputSystem = this.GetSystem<InputSystem>();
var movement = inputSystem.GetMovementInput();
Velocity = movement * 200;
@ -530,12 +527,9 @@ public partial class Player : Node, IController
{
public override void _Ready()
{
// 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>();
// 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>();
}
}

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();
@ -240,9 +240,9 @@ 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>();
// 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>();
}
}
```
@ -264,7 +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>();
}
}
@ -274,7 +274,7 @@ public partial class SimpleHelper
{
public void DoSomething()
{
Context.SendEvent(new SomethingHappenedEvent());
this.SendEvent(new SomethingHappenedEvent());
}
}
```
@ -334,13 +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
}
}
```
@ -353,8 +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

@ -172,11 +172,11 @@ 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());
}
}
```
@ -284,10 +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");
}
}
@ -490,7 +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
}
}
@ -524,8 +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)
@ -555,7 +555,7 @@ public partial class GameController : Node, IController
{
Logger.Info("Player attacks");
_combatSystem.ProcessAttack();
Context.SendEvent(new AttackEvent());
this.SendEvent(new AttackEvent());
}
else
{
@ -569,7 +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
{
@ -612,7 +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);
@ -658,7 +658,7 @@ public partial class CharacterController : Node, IController
Logger.Info("Character died");
DisableInput();
PlayDeathAnimation();
Context.SendEvent(new CharacterDeathEvent());
this.SendEvent(new CharacterDeathEvent());
}
}
```
@ -792,14 +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

@ -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

@ -492,8 +492,8 @@ namespace MyShooterGame.Controllers
public override void _Ready()
{
// 监听玩家死亡(通过 Context 属性访问架构
var playerModel = Context.GetModel<PlayerModel>();
// 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 =>
{
if (!isAlive)
@ -648,8 +648,8 @@ public partial class MenuController : Control, IController
{
GD.Print("开始游戏");
// 初始化游戏(通过 Context 属性访问架构
var gameplaySystem = Context.GetSystem<GameplaySystem>();
// 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();
// 切换到游戏场景
@ -687,13 +687,13 @@ public partial class GameScene : Node2D, IController
public override void _Ready()
{
// 初始化生成系统(通过 Context 属性访问架构
_spawnSystem = Context.GetSystem<SpawnSystem>();
// 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();
// 监听游戏状态
var gameModel = Context.GetModel<GameModel>();
var gameModel = this.GetModel<GameModel>();
gameModel.IsPlaying.RegisterOnValueChanged(isPlaying =>
{
if (!isPlaying)

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

@ -339,7 +339,7 @@ namespace MyGame.Controllers
/// </summary>
public void ShowPauseStatus()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
Console.WriteLine("\n=== 暂停状态 ===");
Console.WriteLine($"全局暂停: {pauseManager.IsPaused(PauseGroup.Global)}");
@ -369,7 +369,7 @@ namespace MyGame.Controllers
/// </summary>
public void TestNestedPause()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
Console.WriteLine("--- 测试嵌套暂停 ---\n");
@ -409,7 +409,7 @@ namespace MyGame.Controllers
/// </summary>
public void TestPauseScope()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
Console.WriteLine("--- 测试暂停作用域 ---\n");
@ -437,7 +437,7 @@ namespace MyGame.Controllers
/// </summary>
public void EmergencyClearAll()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
Console.WriteLine("⚠️ 紧急清除所有暂停状态");
pauseManager.ClearAll();
@ -450,7 +450,7 @@ namespace MyGame.Controllers
/// </summary>
public void ClearGroup(PauseGroup group)
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
Console.WriteLine($"清除 {group} 组的所有暂停");
pauseManager.ClearGroup(group);
@ -683,7 +683,7 @@ namespace MyGame.Controllers
/// </summary>
public void TogglePauseMenu()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
if (_pauseMenuToken.HasValue)
{
@ -705,7 +705,7 @@ namespace MyGame.Controllers
/// </summary>
public void ShowDialog(string message)
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
// 对话框使用全局暂停
_dialogToken = pauseManager.Push($"对话框: {message}", PauseGroup.Global);
@ -723,7 +723,7 @@ namespace MyGame.Controllers
return;
}
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
pauseManager.Pop(_dialogToken.Value);
_dialogToken = null;
Console.WriteLine("对话框已关闭");
@ -734,7 +734,7 @@ namespace MyGame.Controllers
/// </summary>
public async Task RunGameLoop()
{
var pauseManager = Context.GetUtility<IPauseStackManager>();
var pauseManager = this.GetUtility<IPauseStackManager>();
int frame = 0;
Console.WriteLine("\n=== 游戏循环开始 ===\n");

View File

@ -410,7 +410,7 @@ namespace MyGame.Controllers
/// </summary>
public async Task StartGame(int level = 1)
{
var stateMachine = Context.GetSystem<IStateMachineSystem>();
var stateMachine = this.GetSystem<IStateMachineSystem>();
// 设置加载状态的目标关卡
var loadingState = stateMachine.GetState<LoadingState>();

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));
}