feat(godot): 添加资源仓储功能支持

- 新增 IHasKey 接口定义键值访问契约
- 新增 IRepository 接口提供通用数据仓储功能
- 实现 GodotResourceRepository 类支持资源的存储和加载
- 添加 IResourceRepository 接口扩展通用仓储功能
- 实现从路径批量加载 Godot 资源的功能
- 支持递归加载子目录中的资源文件
- 提供 .tres 和 .res 文件的自动识别和加载
This commit is contained in:
GeWuYou 2026-02-23 21:54:49 +08:00 committed by gewuyou
parent 7046c2cd47
commit 4fd90e45a1
5 changed files with 319 additions and 2 deletions

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Core.Abstractions.bases;
/// <summary>
/// 定义具有键值访问能力的接口契约
/// </summary>
/// <typeparam name="TKey">键的类型</typeparam>
public interface IHasKey<out TKey>
{
/// <summary>
/// 获取对象的键值
/// </summary>
TKey Key { get; }
}

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using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Arch.Core;
using GFramework.Core.Abstractions.ecs;
@ -14,7 +13,6 @@ using NUnit.Framework;
namespace GFramework.Core.Tests.ecs;
[TestFixture]
[Experimental("GFrameworkECS")]
public class EcsAdvancedTests
{
[SetUp]

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GFramework.Game.Abstractions.data;
/// <summary>
/// 定义数据仓储接口,提供键值对数据的基本操作功能
/// </summary>
/// <typeparam name="TKey">键的类型</typeparam>
/// <typeparam name="TValue">值的类型</typeparam>
public interface IRepository<in TKey, TValue>
{
/// <summary>
/// 添加键值对到仓储中
/// </summary>
/// <param name="key">要添加的键</param>
/// <param name="value">要添加的值</param>
void Add(TKey key, TValue value);
/// <summary>
/// 根据键获取对应的值
/// </summary>
/// <param name="key">要查找的键</param>
/// <returns>与指定键关联的值</returns>
TValue Get(TKey key);
/// <summary>
/// 尝试根据键获取对应的值
/// </summary>
/// <param name="key">要查找的键</param>
/// <param name="value">输出参数,如果找到则返回对应的值,否则返回默认值</param>
/// <returns>如果找到键则返回true否则返回false</returns>
bool TryGet(TKey key, out TValue value);
/// <summary>
/// 获取仓储中的所有值
/// </summary>
/// <returns>包含所有值的只读集合</returns>
IReadOnlyCollection<TValue> GetAll();
/// <summary>
/// 检查仓储中是否包含指定的键
/// </summary>
/// <param name="key">要检查的键</param>
/// <returns>如果包含该键则返回true否则返回false</returns>
bool Contains(TKey key);
/// <summary>
/// 从仓储中移除指定键的项
/// </summary>
/// <param name="key">要移除的键</param>
void Remove(TKey key);
/// <summary>
/// 清空仓储中的所有数据
/// </summary>
void Clear();
}

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.bases;
using Godot;
namespace GFramework.Godot.data;
/// <summary>
/// Godot资源仓储实现类用于管理Godot资源的存储和加载。
/// 实现了IResourceRepository接口提供基于键的资源存取功能。
/// </summary>
/// <typeparam name="TKey">资源键的类型</typeparam>
/// <typeparam name="TResource">资源类型必须继承自Godot.Resource并实现IHasKey接口</typeparam>
public class GodotResourceRepository<TKey, TResource>
: IResourceRepository<TKey, TResource>
where TResource : Resource, IHasKey<TKey>
where TKey : notnull
{
/// <summary>
/// 内部存储字典,用于保存键值对形式的资源
/// </summary>
private readonly Dictionary<TKey, TResource> _storage = new();
/// <summary>
/// 向仓储中添加资源
/// </summary>
/// <param name="key">资源的键</param>
/// <param name="value">要添加的资源对象</param>
/// <exception cref="InvalidOperationException">当键已存在时抛出异常</exception>
public void Add(TKey key, TResource value)
{
if (!_storage.TryAdd(key, value))
throw new InvalidOperationException($"Duplicate key detected: {key}");
}
/// <summary>
/// 根据键获取资源
/// </summary>
/// <param name="key">资源的键</param>
/// <returns>对应的资源对象</returns>
/// <exception cref="KeyNotFoundException">当键不存在时抛出异常</exception>
public TResource Get(TKey key)
{
if (!_storage.TryGetValue(key, out var value))
throw new KeyNotFoundException($"Resource with key '{key}' not found.");
return value;
}
/// <summary>
/// 尝试根据键获取资源
/// </summary>
/// <param name="key">资源的键</param>
/// <param name="value">输出参数,返回找到的资源对象</param>
/// <returns>如果找到资源返回true否则返回false</returns>
public bool TryGet(TKey key, out TResource value)
=> _storage.TryGetValue(key, out value!);
/// <summary>
/// 获取所有资源的只读集合
/// </summary>
/// <returns>包含所有资源的只读集合</returns>
public IReadOnlyCollection<TResource> GetAll()
=> _storage.Values;
/// <summary>
/// 检查是否包含指定键的资源
/// </summary>
/// <param name="key">要检查的键</param>
/// <returns>如果包含该键返回true否则返回false</returns>
public bool Contains(TKey key)
=> _storage.ContainsKey(key);
/// <summary>
/// 从仓储中移除指定键的资源
/// </summary>
/// <param name="key">要移除的资源键</param>
/// <exception cref="KeyNotFoundException">当键不存在时抛出异常</exception>
public void Remove(TKey key)
{
if (!_storage.Remove(key))
throw new KeyNotFoundException($"Resource with key '{key}' not found.");
}
/// <summary>
/// 清空仓储中的所有资源
/// </summary>
public void Clear()
=> _storage.Clear();
/// <summary>
/// 从指定路径集合加载资源到仓储中
/// </summary>
/// <param name="paths">资源文件路径的集合</param>
/// <param name="recursive">是否递归加载子目录中的资源</param>
public void LoadFromPath(IEnumerable<string> paths, bool recursive = false)
{
foreach (var path in paths)
{
LoadSinglePath(path, recursive);
}
}
/// <summary>
/// 从指定路径数组加载资源到仓储中
/// 提供便捷的参数数组重载方法
/// </summary>
/// <param name="recursive">是否递归加载子目录中的资源</param>
/// <param name="paths">资源文件路径的参数数组</param>
public void LoadFromPath(bool recursive = false, params string[] paths)
{
LoadFromPath(paths, recursive);
}
/// <summary>
/// 从单个路径加载资源
/// 遍历目录中的所有.tres和.res文件并加载为资源
/// </summary>
/// <param name="path">要加载资源的目录路径</param>
/// <param name="recursive">是否递归加载子目录中的资源</param>
private void LoadSinglePath(string path, bool recursive)
{
// 打开目录访问对象
var dir = DirAccess.Open(path);
if (dir == null)
{
GD.PushWarning($"Path not found: {path}");
return;
}
// 开始遍历目录
dir.ListDirBegin();
while (true)
{
var entry = dir.GetNext();
if (string.IsNullOrEmpty(entry))
break;
var fullPath = $"{path}/{entry}";
// 处理目录项
if (dir.CurrentIsDir())
{
// 递归处理子目录(排除.和..目录)
if (recursive && entry != "." && entry != "..")
{
LoadSinglePath(fullPath, true);
}
continue;
}
// 只处理.tres和.res文件
if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
continue;
// 加载资源文件
var resource = GD.Load<TResource>(fullPath);
if (resource == null)
{
GD.PushWarning($"Failed to load resource: {fullPath}");
continue;
}
Add(resource.Key, resource);
}
// 结束目录遍历
dir.ListDirEnd();
}
}

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// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.data;
using Godot;
namespace GFramework.Godot.data;
/// <summary>
/// 定义资源仓储接口专门用于管理Godot资源的加载和存储
/// 继承自通用仓储接口,添加了从路径加载资源的功能
/// </summary>
/// <typeparam name="TKey">资源键的类型</typeparam>
/// <typeparam name="TResource">资源类型必须继承自Godot.Resource</typeparam>
public interface IResourceRepository<in TKey, TResource> : IRepository<TKey, TResource> where TResource : Resource
{
/// <summary>
/// 从指定路径加载资源到仓储中
/// </summary>
/// <param name="paths">资源文件的路径集合</param>
/// <param name="recursive">是否递归加载子目录中的资源</param>
void LoadFromPath(IEnumerable<string> paths, bool recursive = false);
/// <summary>
/// 从指定路径数组加载资源到仓储中
/// 提供便捷的参数数组重载方法
/// </summary>
/// <param name="recursive">是否递归加载子目录中的资源</param>
/// <param name="paths">资源文件路径的参数数组</param>
void LoadFromPath(bool recursive = false, params string[] paths);
}