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docs: 更新源生成器文档并调整配置
- 移除 .claude 设置文件 - 重构枚举扩展生成器文档,更新 API 使用方式和配置选项 - 调整日志生成器文档,更新属性使用方式和配置参数 - 修改 Git 忽略规则添加 .claude/settings.json - 更新代码示例和最佳实践指南
This commit is contained in:
parent
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commit
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@ -1,5 +0,0 @@
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{
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"enabledPlugins": {
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"oh-my-claudecode@omc": true
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}
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}
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1
.gitignore
vendored
1
.gitignore
vendored
@ -8,6 +8,7 @@ GFramework.sln.DotSettings.user
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# ai
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opencode.json
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.claude/settings.local.json
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.claude/settings.json
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.omc/
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docs/.omc/
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docs/.vitepress/cache/
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@ -1,172 +1,235 @@
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# 枚举扩展生成器
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> GFramework.SourceGenerators 自动生成枚举扩展方法
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> 自动为枚举类型生成扩展方法
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## 概述
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枚举扩展生成器为枚举类型自动生成常用的扩展方法,如获取描述、转换为字符串、解析等。这大大简化了枚举的操作。
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枚举扩展生成器为标记了 `[GenerateEnumExtensions]` 属性的枚举自动生成两种扩展方法:
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## 基本用法
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1. **IsX 方法**:为每个枚举值生成判断方法
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2. **IsIn 方法**:判断枚举值是否在指定集合中
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### 标记枚举
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## 基础使用
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```csharp
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using GFramework.SourceGenerators.Attributes;
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using GFramework.SourceGenerators.Abstractions.enums;
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[EnumExtensions]
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[GenerateEnumExtensions]
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public enum GameState
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{
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Normal,
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Paused,
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GameOver
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}
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```
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## 生成的代码
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编译器会自动生成如下扩展方法:
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```csharp
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// <auto-generated/>
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public static class GameStateExtensions
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{
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// 为每个枚举值生成 IsX 方法
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public static bool IsNormal(this GameState value)
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=> value == GameState.Normal;
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public static bool IsPaused(this GameState value)
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=> value == GameState.Paused;
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public static bool IsGameOver(this GameState value)
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=> value == GameState.GameOver;
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// 生成 IsIn 方法
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public static bool IsIn(this GameState value, params GameState[] values)
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{
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if (values == null) return false;
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foreach (var v in values) if (value == v) return true;
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return false;
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}
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}
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```
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## 使用示例
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```csharp
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var state = GameState.Paused;
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// 使用 IsX 方法
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if (state.IsPaused())
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{
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Console.WriteLine("游戏已暂停");
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}
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// 使用 IsIn 方法
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if (state.IsIn(GameState.Paused, GameState.GameOver))
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{
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Console.WriteLine("游戏未在运行中");
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}
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```
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## 配置选项
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可以通过属性参数控制生成行为:
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```csharp
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[GenerateEnumExtensions(
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GenerateIsMethods = true, // 是否生成 IsX 方法(默认 true)
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GenerateIsInMethod = true // 是否生成 IsIn 方法(默认 true)
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)]
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public enum GameState
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{
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Normal,
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Paused,
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GameOver
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}
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```
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### 只生成 IsX 方法
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```csharp
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[GenerateEnumExtensions(GenerateIsInMethod = false)]
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public enum GameState
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{
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Normal,
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Paused
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}
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// 只生成 IsNormal() 和 IsPaused(),不生成 IsIn()
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```
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### 只生成 IsIn 方法
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```csharp
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[GenerateEnumExtensions(GenerateIsMethods = false)]
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public enum GameState
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{
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Normal,
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Paused
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}
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// 只生成 IsIn(),不生成 IsNormal() 和 IsPaused()
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```
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## 最佳实践
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### 1. 命名约定
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生成的方法名基于枚举值名称:
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- `Normal` → `IsNormal()`
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- `GameOver` → `IsGameOver()`
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- `HTTP_ERROR` → `IsHTTP_ERROR()`
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### 2. 性能考虑
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生成的方法是内联的,性能与手写代码相同:
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```csharp
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// 生成的代码
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public static bool IsNormal(this GameState value)
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=> value == GameState.Normal;
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// 等价于手写
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if (state == GameState.Normal) { }
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```
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### 3. 可读性提升
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```csharp
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// 使用生成的方法(推荐)
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if (state.IsPaused())
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{
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ResumeGame();
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}
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// 直接比较(不推荐)
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if (state == GameState.Paused)
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{
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ResumeGame();
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}
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```
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## 实际应用示例
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### 游戏状态管理
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```csharp
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[GenerateEnumExtensions]
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public enum GameState
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{
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MainMenu,
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Playing,
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Paused,
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GameOver,
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Victory
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}
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public class GameManager
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{
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private GameState _currentState = GameState.MainMenu;
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public bool CanProcessInput()
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{
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// 使用 IsIn 方法简化多值判断
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return _currentState.IsIn(GameState.Playing, GameState.MainMenu);
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}
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public void Update()
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{
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// 使用 IsX 方法提高可读性
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if (_currentState.IsPlaying())
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{
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UpdateGameLogic();
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}
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else if (_currentState.IsPaused())
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{
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UpdatePauseMenu();
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}
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}
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}
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```
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### 角色状态控制
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```csharp
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[GenerateEnumExtensions]
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public enum PlayerState
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{
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Idle,
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Walking,
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Running,
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Jumping,
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Attacking
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}
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```
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### 生成的方法
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上面的代码会被转换为:
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```csharp
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public static class PlayerStateExtensions
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public class PlayerController
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{
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public static string GetDescription(this PlayerState value)
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private PlayerState _state = PlayerState.Idle;
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public bool CanAttack()
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{
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// 返回枚举的描述
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// 清晰表达可以攻击的状态
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return _state.IsIn(PlayerState.Idle, PlayerState.Walking, PlayerState.Running);
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}
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public static bool HasFlag(this PlayerState value, PlayerState flag)
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public void HandleInput(string action)
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{
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// 检查是否包含标志
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}
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public static PlayerState FromString(string value)
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{
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// 从字符串解析枚举
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if (action == "jump" && !_state.IsJumping())
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{
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_state = PlayerState.Jumping;
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}
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}
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}
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```
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## 常用方法
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## 限制
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### 获取描述
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1. **只支持枚举类型**:不能用于类或结构体
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2. **不支持 Flags 枚举的特殊处理**:对于 `[Flags]` 枚举,生成的方法仍然是简单的相等比较
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3. **不生成其他方法**:只生成 IsX 和 IsIn 方法
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```csharp
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[EnumExtensions]
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public enum ItemQuality
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{
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[Description("普通")]
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Common,
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[Description("稀有")]
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Rare,
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[Description("史诗")]
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Epic
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}
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public void PrintQuality(ItemQuality quality)
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{
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// 获取描述文本
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Console.WriteLine(quality.GetDescription());
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// 输出: "普通" / "稀有" / "史诗"
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}
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```
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### 安全解析
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```csharp
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public void ParseState(string input)
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{
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// 安全地解析字符串为枚举
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if (PlayerState.Running.TryParse(input, out var state))
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{
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Console.WriteLine($"状态: {state}");
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}
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}
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```
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### 获取所有值
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```csharp
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public void ListAllStates()
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{
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// 获取所有枚举值
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foreach (var state in PlayerState.GetAllValues())
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{
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Console.WriteLine(state);
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}
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}
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```
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## 标志枚举
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对于使用 `[Flags]` 特性的枚举:
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```csharp
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[EnumExtensions]
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[Flags]
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public enum PlayerPermissions
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{
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None = 0,
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Read = 1,
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Write = 2,
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Execute = 4,
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All = Read | Write | Execute
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}
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public void CheckPermissions()
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{
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var permissions = PlayerPermissions.Read | PlayerPermissions.Write;
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// 检查是否包含特定权限
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if (permissions.HasFlag(PlayerPermissions.Write))
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{
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Console.WriteLine("有写入权限");
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}
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// 获取所有设置的标志
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foreach (var flag in permissions.GetFlags())
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{
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Console.WriteLine($"权限: {flag}");
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}
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}
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```
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## 自定义行为
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### 忽略某些值
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```csharp
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[EnumExtensions(IgnoreValues = new[] { ItemQuality.Undefined })]
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public enum ItemQuality
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{
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Undefined,
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Common,
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Rare,
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Epic
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}
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// GetAllValues() 不会返回 Undefined
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```
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### 自定义转换
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```csharp
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[EnumExtensions(CaseSensitive = false)]
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public enum Difficulty
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{
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Easy,
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Medium,
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Hard
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}
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// FromString("EASY") 也能正确解析
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```
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---
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**相关文档**:
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## 相关文档
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- [Source Generators 概述](./index)
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- [日志生成器](./logging-generator)
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@ -107,46 +107,41 @@ public partial class PlayerController
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```csharp
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// <auto-generated/>
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using Microsoft.Extensions.Logging;
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namespace YourNamespace
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public partial class PlayerController
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{
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public partial class PlayerController
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{
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private static readonly ILogger Logger =
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LoggerFactory.Create(builder => builder.AddConsole()).CreateLogger<PlayerController>();
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}
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private static readonly ILogger Logger =
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LoggerFactoryResolver.Provider.CreateLogger("YourNamespace.PlayerController");
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}
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```
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**注意**:生成器只生成 ILogger 字段,不生成日志方法。日志方法(Info、Debug、Error 等)来自 ILogger 接口本身。
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### 高级配置
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```csharp
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[Log(
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fieldName = "CustomLogger", // 自定义字段名
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accessModifier = AccessModifier.Public, // 访问修饰符
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isStatic = false, // 是否为静态字段
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loggerName = "Custom.PlayerLogger", // 自定义日志器名称
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includeLoggerInterface = true // 是否包含 ILogger 接口
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Name = "Custom.PlayerLogger", // 自定义日志分类名称
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FieldName = "CustomLogger", // 自定义字段名
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IsStatic = false, // 是否为静态字段
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AccessModifier = "public" // 访问修饰符
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)]
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public partial class CustomLoggerExample
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{
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public void LogSomething()
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{
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CustomLogger.LogInformation("Custom logger message");
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CustomLogger.Info("Custom logger message");
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||||
}
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||||
}
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```
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### 配置选项说明
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||||
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| 参数 | 类型 | 默认值 | 说明 |
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|--------------------------|----------------|----------|---------------------|
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| `fieldName` | string | "Logger" | 生成的日志字段名称 |
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| `accessModifier` | AccessModifier | Private | 字段访问修饰符 |
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| `isStatic` | bool | true | 是否生成静态字段 |
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||||
| `loggerName` | string | null | 自定义日志器名称,null 时使用类名 |
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||||
| `includeLoggerInterface` | bool | false | 是否包含 ILogger 接口实现 |
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||||
| 参数 | 类型 | 默认值 | 说明 |
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||||
|----------------|---------|-----------|---------------------------------|
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||||
| Name | string? | null | 日志分类名称(默认使用类名) |
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||||
| FieldName | string | "Logger" | 生成的字段名称 |
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||||
| IsStatic | bool | true | 是否生成静态字段 |
|
||||
| AccessModifier | string | "private" | 访问修饰符(private/protected/public) |
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||||
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||||
### 静态类支持
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||||
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||||
@ -162,21 +157,6 @@ public static partial class MathHelper
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||||
}
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||||
```
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||||
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||||
### 日志级别控制
|
||||
|
||||
```csharp
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||||
[Log(minLevel = LogLevel.Warning)]
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||||
public partial class WarningOnlyLogger
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||||
{
|
||||
public void ProcessData()
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||||
{
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||||
Logger.Debug("This won't be logged"); // 低于最小级别,被过滤
|
||||
Logger.Warning("This will be logged");
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||||
Logger.Error("This will also be logged");
|
||||
}
|
||||
}
|
||||
```
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||||
|
||||
## ContextAware 属性生成器
|
||||
|
||||
[ContextAware] 属性自动实现 IContextAware 接口,提供便捷的架构上下文访问能力。
|
||||
@ -316,7 +296,7 @@ public partial class AdvancedController : IController
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||||
### 基础使用
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Attributes;
|
||||
using GFramework.SourceGenerators.Abstractions.enums;
|
||||
|
||||
[GenerateEnumExtensions]
|
||||
public enum GameState
|
||||
@ -334,10 +314,12 @@ public static class GameStateExtensions
|
||||
public static bool IsPaused(this GameState state) => state == GameState.Paused;
|
||||
public static bool IsGameOver(this GameState state) => state == GameState.GameOver;
|
||||
public static bool IsMenu(this GameState state) => state == GameState.Menu;
|
||||
|
||||
|
||||
public static bool IsIn(this GameState state, params GameState[] values)
|
||||
{
|
||||
return values.Contains(state);
|
||||
if (values == null) return false;
|
||||
foreach (var v in values) if (state == v) return true;
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||||
return false;
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||||
}
|
||||
}
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||||
|
||||
@ -345,17 +327,17 @@ public static class GameStateExtensions
|
||||
public class GameManager
|
||||
{
|
||||
private GameState _currentState = GameState.Menu;
|
||||
|
||||
|
||||
public bool CanProcessInput()
|
||||
{
|
||||
return _currentState.IsPlaying() || _currentState.IsMenu();
|
||||
}
|
||||
|
||||
|
||||
public bool IsGameOver()
|
||||
{
|
||||
return _currentState.IsGameOver();
|
||||
}
|
||||
|
||||
|
||||
public bool IsActiveState()
|
||||
{
|
||||
return _currentState.IsIn(GameState.Playing, GameState.Menu);
|
||||
@ -363,15 +345,12 @@ public class GameManager
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义扩展方法
|
||||
### 配置选项
|
||||
|
||||
```csharp
|
||||
[GenerateEnumExtensions(
|
||||
generateIsMethods = true,
|
||||
generateHasMethod = true,
|
||||
generateInMethod = true,
|
||||
customPrefix = "Is",
|
||||
includeToString = true
|
||||
GenerateIsMethods = true, // 是否生成 IsX 方法(默认 true)
|
||||
GenerateIsInMethod = true // 是否生成 IsIn 方法(默认 true)
|
||||
)]
|
||||
public enum PlayerState
|
||||
{
|
||||
@ -381,84 +360,14 @@ public enum PlayerState
|
||||
Jumping,
|
||||
Attacking
|
||||
}
|
||||
|
||||
// 生成更多扩展方法
|
||||
public static class PlayerStateExtensions
|
||||
{
|
||||
public static bool IsIdle(this PlayerState state) => state == PlayerState.Idle;
|
||||
public static bool IsWalking(this PlayerState state) => state == PlayerState.Walking;
|
||||
public static bool IsRunning(this PlayerState state) => state == PlayerState.Running;
|
||||
public static bool IsJumping(this PlayerState state) => state == PlayerState.Jumping;
|
||||
public static bool IsAttacking(this PlayerState state) => state == PlayerState.Attacking;
|
||||
|
||||
public static bool HasIdle(this PlayerState state) => state == PlayerState.Idle;
|
||||
public static bool HasWalking(this PlayerState state) => state == PlayerState.Walking;
|
||||
// ... 其他 Has 方法
|
||||
|
||||
public static bool In(this PlayerState state, params PlayerState[] values)
|
||||
{
|
||||
return values.Contains(state);
|
||||
}
|
||||
|
||||
public static string ToDisplayString(this PlayerState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
PlayerState.Idle => "Idle",
|
||||
PlayerState.Walking => "Walking",
|
||||
PlayerState.Running => "Running",
|
||||
PlayerState.Jumping => "Jumping",
|
||||
PlayerState.Attacking => "Attacking",
|
||||
_ => state.ToString()
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 位标志枚举支持
|
||||
|
||||
```csharp
|
||||
[GenerateEnumExtensions]
|
||||
[Flags]
|
||||
public enum PlayerAbilities
|
||||
{
|
||||
None = 0,
|
||||
Jump = 1 << 0,
|
||||
Run = 1 << 1,
|
||||
Attack = 1 << 2,
|
||||
Defend = 1 << 3,
|
||||
Magic = 1 << 4
|
||||
}
|
||||
|
||||
// 生成位标志扩展方法
|
||||
public static class PlayerAbilitiesExtensions
|
||||
{
|
||||
public static bool HasJump(this PlayerAbilities abilities) => abilities.HasFlag(PlayerAbilities.Jump);
|
||||
public static bool HasRun(this PlayerAbilities abilities) => abilities.HasFlag(PlayerAbilities.Run);
|
||||
// ... 其他位标志方法
|
||||
|
||||
public static bool HasAny(this PlayerAbilities abilities, params PlayerAbilities[] flags)
|
||||
{
|
||||
return flags.Any(flag => abilities.HasFlag(flag));
|
||||
}
|
||||
|
||||
public static bool HasAll(this PlayerAbilities abilities, params PlayerAbilities[] flags)
|
||||
{
|
||||
return flags.All(flag => abilities.HasFlag(flag));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 配置选项说明
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|---------------------|--------|-------|------------------------|
|
||||
| `generateIsMethods` | bool | true | 是否生成 IsX() 方法 |
|
||||
| `generateHasMethod` | bool | true | 是否生成 HasX() 方法 |
|
||||
| `generateInMethod` | bool | true | 是否生成 In(params T[]) 方法 |
|
||||
| `customPrefix` | string | "Is" | 方法名前缀 |
|
||||
| `includeToString` | bool | false | 是否生成 ToString 扩展 |
|
||||
| `namespace` | string | null | 生成扩展类的命名空间 |
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|--------------------|------|------|-------------------|
|
||||
| GenerateIsMethods | bool | true | 是否为每个枚举值生成 IsX 方法 |
|
||||
| GenerateIsInMethod | bool | true | 是否生成 IsIn 方法 |
|
||||
|
||||
## 诊断信息
|
||||
|
||||
@ -839,7 +748,7 @@ public enum State
|
||||
|
||||
```csharp
|
||||
// 好的做法:合理的日志级别
|
||||
[Log(minLevel = LogLevel.Information)]
|
||||
[Log]
|
||||
public partial class PerformanceCriticalComponent
|
||||
{
|
||||
public void Update()
|
||||
@ -853,7 +762,7 @@ public partial class PerformanceCriticalComponent
|
||||
}
|
||||
|
||||
// 避免:过度日志记录
|
||||
[Log(minLevel = LogLevel.Debug)]
|
||||
[Log]
|
||||
public partial class NoisyComponent
|
||||
{
|
||||
public void Update()
|
||||
@ -863,47 +772,8 @@ public partial class NoisyComponent
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. 延迟上下文初始化
|
||||
|
||||
```csharp
|
||||
// 好的做法:延迟初始化
|
||||
[ContextAware(useLazy = true)]
|
||||
public partial class LazyContextComponent : IComponent
|
||||
{
|
||||
// 只有在第一次访问 Context 时才会初始化
|
||||
public void Initialize()
|
||||
{
|
||||
// 如果这里不需要 Context,就不会初始化
|
||||
SomeOtherInitialization();
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 🛡️ 错误处理
|
||||
|
||||
#### 1. 上下文验证
|
||||
|
||||
```csharp
|
||||
[ContextAware(validateContext = true)]
|
||||
public partial class SafeContextComponent : IComponent
|
||||
{
|
||||
public void ProcessData()
|
||||
{
|
||||
if (Context.IsInvalid)
|
||||
{
|
||||
Logger.Error("Context is invalid, cannot process data");
|
||||
return;
|
||||
}
|
||||
|
||||
// 安全地使用 Context
|
||||
var model = Context.GetModel<DataModel>();
|
||||
// ...
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 2. 异常处理配合
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
[ContextAware]
|
||||
|
||||
@ -4,22 +4,21 @@
|
||||
|
||||
## 概述
|
||||
|
||||
日志生成器是一个 Source Generator,它会自动为标记了 `[Log]` 特性的类生成 Logger 字段和日志方法调用。这消除了手动编写日志代码的需要,让开发者专注于业务逻辑。
|
||||
日志生成器是一个 Source Generator,它会自动为标记了 `[Log]` 特性的类生成 ILogger 字段。这消除了手动编写日志字段的需要,让开发者专注于业务逻辑。
|
||||
|
||||
## 基本用法
|
||||
|
||||
### 标记类
|
||||
|
||||
```csharp
|
||||
using GFramework.SourceGenerators.Attributes;
|
||||
using GFramework.SourceGenerators.Abstractions.logging;
|
||||
|
||||
[Log]
|
||||
public partial class MyService
|
||||
{
|
||||
public void DoSomething()
|
||||
{
|
||||
// 自动生成 Logger 字段
|
||||
// 自动生成日志调用
|
||||
// 自动生成的 Logger 字段可直接使用
|
||||
Logger.Info("执行操作");
|
||||
}
|
||||
}
|
||||
@ -30,31 +29,19 @@ public partial class MyService
|
||||
上面的代码会被编译时转换为:
|
||||
|
||||
```csharp
|
||||
// <auto-generated/>
|
||||
public partial class MyService
|
||||
{
|
||||
// 自动生成的字段
|
||||
[CompilerGenerated]
|
||||
private ILogger _logger;
|
||||
|
||||
// 自动生成的属性
|
||||
[CompilerGenerated]
|
||||
public ILogger Logger
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_logger == null)
|
||||
{
|
||||
_logger = LoggerFactory.CreateLogger<MyService>();
|
||||
}
|
||||
return _logger;
|
||||
}
|
||||
}
|
||||
private static readonly ILogger Logger =
|
||||
LoggerFactoryResolver.Provider.CreateLogger("YourNamespace.MyService");
|
||||
}
|
||||
```
|
||||
|
||||
**注意**:生成器只生成 ILogger 字段,不生成日志方法。日志方法(Info、Debug、Error 等)来自 ILogger 接口本身。
|
||||
|
||||
## 日志级别
|
||||
|
||||
生成的日志方法支持多种级别:
|
||||
生成的 Logger 字段支持 ILogger 接口的所有方法:
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
@ -83,7 +70,7 @@ public partial class MyClass
|
||||
## 自定义日志类别
|
||||
|
||||
```csharp
|
||||
[Log(LogCategory.Gameplay)]
|
||||
[Log("Gameplay")]
|
||||
public partial class GameplaySystem
|
||||
{
|
||||
// 日志会标记为 Gameplay 类别
|
||||
@ -94,6 +81,55 @@ public partial class GameplaySystem
|
||||
}
|
||||
```
|
||||
|
||||
## 配置选项
|
||||
|
||||
### 自定义字段名称
|
||||
|
||||
```csharp
|
||||
[Log(FieldName = "_customLogger")]
|
||||
public partial class MyClass
|
||||
{
|
||||
public void DoSomething()
|
||||
{
|
||||
// 使用自定义字段名
|
||||
_customLogger.Info("使用自定义日志器");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 非静态字段
|
||||
|
||||
```csharp
|
||||
[Log(IsStatic = false)]
|
||||
public partial class InstanceLogger
|
||||
{
|
||||
// 生成实例字段而非静态字段
|
||||
public void LogMessage()
|
||||
{
|
||||
Logger.Info("实例日志");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 访问修饰符
|
||||
|
||||
```csharp
|
||||
[Log(AccessModifier = "protected")]
|
||||
public partial class ProtectedLogger
|
||||
{
|
||||
// 生成 protected 字段
|
||||
}
|
||||
```
|
||||
|
||||
### 配置选项说明
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|----------------|---------|-----------|---------------------------------|
|
||||
| Name | string? | null | 日志分类名称(默认使用类名) |
|
||||
| FieldName | string | "Logger" | 生成的字段名称 |
|
||||
| IsStatic | bool | true | 是否生成静态字段 |
|
||||
| AccessModifier | string | "private" | 访问修饰符(private/protected/public) |
|
||||
|
||||
## 与其他模块集成
|
||||
|
||||
### 与 Godot 集成
|
||||
@ -123,34 +159,175 @@ public partial class MySystem : AbstractSystem
|
||||
}
|
||||
```
|
||||
|
||||
## 配置选项
|
||||
## 实际应用示例
|
||||
|
||||
### 禁用自动生成
|
||||
### 游戏控制器
|
||||
|
||||
```csharp
|
||||
// 禁用自动日志调用生成
|
||||
[Log(AutoLog = false)]
|
||||
public partial class MyClass
|
||||
[Log]
|
||||
[ContextAware]
|
||||
public partial class PlayerController : IController
|
||||
{
|
||||
// 仍会生成 Logger 字段,但不会自动生成日志调用
|
||||
public void DoSomething()
|
||||
public void HandleInput(string action)
|
||||
{
|
||||
// 需要手动调用 Logger
|
||||
Logger.Info("手动日志");
|
||||
Logger.Debug($"处理输入: {action}");
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case "jump":
|
||||
Logger.Info("玩家跳跃");
|
||||
Jump();
|
||||
break;
|
||||
case "attack":
|
||||
Logger.Info("玩家攻击");
|
||||
Attack();
|
||||
break;
|
||||
default:
|
||||
Logger.Warning($"未知操作: {action}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void Jump()
|
||||
{
|
||||
try
|
||||
{
|
||||
// 跳跃逻辑
|
||||
Logger.Debug("跳跃执行成功");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.Error($"跳跃失败: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 自定义字段名称
|
||||
### 数据处理服务
|
||||
|
||||
```csharp
|
||||
[Log(FieldName = "_customLogger")]
|
||||
public partial class MyClass
|
||||
[Log("DataService")]
|
||||
public partial class DataProcessor
|
||||
{
|
||||
// Logger 字段名称为 _customLogger
|
||||
public void ProcessData(string data)
|
||||
{
|
||||
Logger.Info($"开始处理数据,长度: {data.Length}");
|
||||
|
||||
if (string.IsNullOrEmpty(data))
|
||||
{
|
||||
Logger.Warning("数据为空,跳过处理");
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// 处理逻辑
|
||||
Logger.Debug("数据处理中...");
|
||||
// ...
|
||||
Logger.Info("数据处理完成");
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Logger.Error($"数据处理失败: {ex.Message}");
|
||||
throw;
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 最佳实践
|
||||
|
||||
### 1. 合理使用日志级别
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
public partial class BestPracticeExample
|
||||
{
|
||||
public void ProcessRequest()
|
||||
{
|
||||
// Debug: 详细的调试信息
|
||||
Logger.Debug("开始处理请求");
|
||||
|
||||
// Info: 重要的业务流程信息
|
||||
Logger.Info("请求处理成功");
|
||||
|
||||
// Warning: 可恢复的异常情况
|
||||
Logger.Warning("缓存未命中,使用默认值");
|
||||
|
||||
// Error: 错误但不影响系统运行
|
||||
Logger.Error("处理失败,将重试");
|
||||
|
||||
// Critical: 严重错误,可能导致系统崩溃
|
||||
Logger.Critical("数据库连接失败");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 2. 避免过度日志
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
public partial class PerformanceExample
|
||||
{
|
||||
private int _frameCount = 0;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// 好的做法:定期记录
|
||||
if (_frameCount % 1000 == 0)
|
||||
{
|
||||
Logger.Debug($"已运行 {_frameCount} 帧");
|
||||
}
|
||||
_frameCount++;
|
||||
|
||||
// 避免:每帧都记录
|
||||
// Logger.Debug($"帧 {_frameCount}"); // ❌ 太频繁
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 结构化日志信息
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
public partial class StructuredLogging
|
||||
{
|
||||
public void ProcessUser(int userId, string action)
|
||||
{
|
||||
// 好的做法:包含上下文信息
|
||||
Logger.Info($"用户操作 [UserId={userId}, Action={action}]");
|
||||
|
||||
// 避免:信息不完整
|
||||
// Logger.Info("用户操作"); // ❌ 缺少上下文
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 常见问题
|
||||
|
||||
### Q: 为什么需要 partial 关键字?
|
||||
|
||||
**A**: 源代码生成器需要向现有类添加代码,`partial` 关键字允许一个类的定义分散在多个文件中。
|
||||
|
||||
### Q: 可以在静态类中使用吗?
|
||||
|
||||
**A**: 可以,生成器会自动生成静态字段:
|
||||
|
||||
```csharp
|
||||
[Log]
|
||||
public static partial class StaticHelper
|
||||
{
|
||||
public static void DoSomething()
|
||||
{
|
||||
Logger.Info("静态方法日志");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Q: 如何自定义日志工厂?
|
||||
|
||||
**A**: 通过配置 `LoggerFactoryResolver.Provider` 来自定义日志工厂实现。
|
||||
|
||||
---
|
||||
|
||||
**相关文档**:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user