From 4fd90e45a1072203630e60cdb1ed3446c0f84348 Mon Sep 17 00:00:00 2001
From: GeWuYou <95328647+GeWuYou@users.noreply.github.com>
Date: Mon, 23 Feb 2026 21:54:49 +0800
Subject: [PATCH] =?UTF-8?q?feat(godot):=20=E6=B7=BB=E5=8A=A0=E8=B5=84?=
=?UTF-8?q?=E6=BA=90=E4=BB=93=E5=82=A8=E5=8A=9F=E8=83=BD=E6=94=AF=E6=8C=81?=
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- 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
---
GFramework.Core.Abstractions/bases/IHasKey.cs | 26 +++
GFramework.Core.Tests/ecs/EcsAdvancedTests.cs | 2 -
.../data/IRepository.cs | 68 +++++++
.../data/GodotResourceRepository.cs | 184 ++++++++++++++++++
GFramework.Godot/data/IResourceRepository.cs | 41 ++++
5 files changed, 319 insertions(+), 2 deletions(-)
create mode 100644 GFramework.Core.Abstractions/bases/IHasKey.cs
create mode 100644 GFramework.Game.Abstractions/data/IRepository.cs
create mode 100644 GFramework.Godot/data/GodotResourceRepository.cs
create mode 100644 GFramework.Godot/data/IResourceRepository.cs
diff --git a/GFramework.Core.Abstractions/bases/IHasKey.cs b/GFramework.Core.Abstractions/bases/IHasKey.cs
new file mode 100644
index 0000000..a2b09fa
--- /dev/null
+++ b/GFramework.Core.Abstractions/bases/IHasKey.cs
@@ -0,0 +1,26 @@
+// 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;
+
+///
+/// 定义具有键值访问能力的接口契约
+///
+/// 键的类型
+public interface IHasKey
+{
+ ///
+ /// 获取对象的键值
+ ///
+ TKey Key { get; }
+}
\ No newline at end of file
diff --git a/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs b/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs
index 577f7e1..53582ef 100644
--- a/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs
+++ b/GFramework.Core.Tests/ecs/EcsAdvancedTests.cs
@@ -1,4 +1,3 @@
-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]
diff --git a/GFramework.Game.Abstractions/data/IRepository.cs b/GFramework.Game.Abstractions/data/IRepository.cs
new file mode 100644
index 0000000..3e7724e
--- /dev/null
+++ b/GFramework.Game.Abstractions/data/IRepository.cs
@@ -0,0 +1,68 @@
+// 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;
+
+///
+/// 定义数据仓储接口,提供键值对数据的基本操作功能
+///
+/// 键的类型
+/// 值的类型
+public interface IRepository
+{
+ ///
+ /// 添加键值对到仓储中
+ ///
+ /// 要添加的键
+ /// 要添加的值
+ void Add(TKey key, TValue value);
+
+ ///
+ /// 根据键获取对应的值
+ ///
+ /// 要查找的键
+ /// 与指定键关联的值
+ TValue Get(TKey key);
+
+ ///
+ /// 尝试根据键获取对应的值
+ ///
+ /// 要查找的键
+ /// 输出参数,如果找到则返回对应的值,否则返回默认值
+ /// 如果找到键则返回true,否则返回false
+ bool TryGet(TKey key, out TValue value);
+
+ ///
+ /// 获取仓储中的所有值
+ ///
+ /// 包含所有值的只读集合
+ IReadOnlyCollection GetAll();
+
+ ///
+ /// 检查仓储中是否包含指定的键
+ ///
+ /// 要检查的键
+ /// 如果包含该键则返回true,否则返回false
+ bool Contains(TKey key);
+
+ ///
+ /// 从仓储中移除指定键的项
+ ///
+ /// 要移除的键
+ void Remove(TKey key);
+
+ ///
+ /// 清空仓储中的所有数据
+ ///
+ void Clear();
+}
\ No newline at end of file
diff --git a/GFramework.Godot/data/GodotResourceRepository.cs b/GFramework.Godot/data/GodotResourceRepository.cs
new file mode 100644
index 0000000..5119f71
--- /dev/null
+++ b/GFramework.Godot/data/GodotResourceRepository.cs
@@ -0,0 +1,184 @@
+// 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;
+
+///
+/// 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。
+///
+/// 资源键的类型
+/// 资源类型,必须继承自Godot.Resource并实现IHasKey接口
+public class GodotResourceRepository
+ : IResourceRepository
+ where TResource : Resource, IHasKey
+ where TKey : notnull
+{
+ ///
+ /// 内部存储字典,用于保存键值对形式的资源
+ ///
+ private readonly Dictionary _storage = new();
+
+ ///
+ /// 向仓储中添加资源
+ ///
+ /// 资源的键
+ /// 要添加的资源对象
+ /// 当键已存在时抛出异常
+ public void Add(TKey key, TResource value)
+ {
+ if (!_storage.TryAdd(key, value))
+ throw new InvalidOperationException($"Duplicate key detected: {key}");
+ }
+
+ ///
+ /// 根据键获取资源
+ ///
+ /// 资源的键
+ /// 对应的资源对象
+ /// 当键不存在时抛出异常
+ public TResource Get(TKey key)
+ {
+ if (!_storage.TryGetValue(key, out var value))
+ throw new KeyNotFoundException($"Resource with key '{key}' not found.");
+
+ return value;
+ }
+
+ ///
+ /// 尝试根据键获取资源
+ ///
+ /// 资源的键
+ /// 输出参数,返回找到的资源对象
+ /// 如果找到资源返回true,否则返回false
+ public bool TryGet(TKey key, out TResource value)
+ => _storage.TryGetValue(key, out value!);
+
+ ///
+ /// 获取所有资源的只读集合
+ ///
+ /// 包含所有资源的只读集合
+ public IReadOnlyCollection GetAll()
+ => _storage.Values;
+
+ ///
+ /// 检查是否包含指定键的资源
+ ///
+ /// 要检查的键
+ /// 如果包含该键返回true,否则返回false
+ public bool Contains(TKey key)
+ => _storage.ContainsKey(key);
+
+ ///
+ /// 从仓储中移除指定键的资源
+ ///
+ /// 要移除的资源键
+ /// 当键不存在时抛出异常
+ public void Remove(TKey key)
+ {
+ if (!_storage.Remove(key))
+ throw new KeyNotFoundException($"Resource with key '{key}' not found.");
+ }
+
+ ///
+ /// 清空仓储中的所有资源
+ ///
+ public void Clear()
+ => _storage.Clear();
+
+ ///
+ /// 从指定路径集合加载资源到仓储中
+ ///
+ /// 资源文件路径的集合
+ /// 是否递归加载子目录中的资源
+ public void LoadFromPath(IEnumerable paths, bool recursive = false)
+ {
+ foreach (var path in paths)
+ {
+ LoadSinglePath(path, recursive);
+ }
+ }
+
+ ///
+ /// 从指定路径数组加载资源到仓储中
+ /// 提供便捷的参数数组重载方法
+ ///
+ /// 是否递归加载子目录中的资源
+ /// 资源文件路径的参数数组
+ public void LoadFromPath(bool recursive = false, params string[] paths)
+ {
+ LoadFromPath(paths, recursive);
+ }
+
+ ///
+ /// 从单个路径加载资源
+ /// 遍历目录中的所有.tres和.res文件并加载为资源
+ ///
+ /// 要加载资源的目录路径
+ /// 是否递归加载子目录中的资源
+ private void LoadSinglePath(string path, bool recursive)
+ {
+ // 打开目录访问对象
+ var dir = DirAccess.Open(path);
+ if (dir == null)
+ {
+ GD.PushWarning($"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 = $"{path}/{entry}";
+
+ // 处理目录项
+ if (dir.CurrentIsDir())
+ {
+ // 递归处理子目录(排除.和..目录)
+ if (recursive && entry != "." && entry != "..")
+ {
+ LoadSinglePath(fullPath, true);
+ }
+
+ continue;
+ }
+
+ // 只处理.tres和.res文件
+ if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
+ continue;
+
+ // 加载资源文件
+ var resource = GD.Load(fullPath);
+
+ if (resource == null)
+ {
+ GD.PushWarning($"Failed to load resource: {fullPath}");
+ continue;
+ }
+
+ Add(resource.Key, resource);
+ }
+
+ // 结束目录遍历
+ dir.ListDirEnd();
+ }
+}
\ No newline at end of file
diff --git a/GFramework.Godot/data/IResourceRepository.cs b/GFramework.Godot/data/IResourceRepository.cs
new file mode 100644
index 0000000..c510e67
--- /dev/null
+++ b/GFramework.Godot/data/IResourceRepository.cs
@@ -0,0 +1,41 @@
+// 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;
+
+///
+/// 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
+///
+/// 资源键的类型
+/// 资源类型,必须继承自Godot.Resource
+public interface IResourceRepository : IRepository where TResource : Resource
+{
+ ///
+ /// 从指定路径加载资源到仓储中
+ ///
+ /// 资源文件的路径集合
+ /// 是否递归加载子目录中的资源
+ void LoadFromPath(IEnumerable paths, bool recursive = false);
+
+ ///
+ /// 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
+ ///
+ /// 是否递归加载子目录中的资源
+ /// 资源文件路径的参数数组
+ void LoadFromPath(bool recursive = false, params string[] paths);
+}
\ No newline at end of file