feat(setting): 添加设置管理系统和Godot平台实现

- 实现了SettingsModel用于管理应用程序设置部分
- 创建了SettingsSystem用于应用各种设置配置
- 添加了AudioSettings和GraphicsSettings基础设置类
- 定义了ISettingsModel、ISettingsSystem等核心接口
- 实现了GodotAudioApplier用于应用音频设置到Godot音频系统
- 创建了GodotGraphicsSettings用于管理游戏图形显示设置
- 添加了GodotFileStorage特化文件存储实现
- 实现了Godot路径扩展方法IsUserPath、IsResPath、IsGodotPath
- 添加了AudioBusMap音频总线映射配置类
This commit is contained in:
GwWuYou 2026-01-12 21:07:27 +08:00
parent 5877dae8fe
commit 807dbc482e
15 changed files with 703 additions and 0 deletions

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namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 音频设置类,用于管理游戏中的音频配置
/// </summary>
public class AudioSettings : ISettingsSection
{
/// <summary>
/// 获取或设置主音量,控制所有音频的总体音量
/// </summary>
public float MasterVolume { get; set; } = 1.0f;
/// <summary>
/// 获取或设置背景音乐音量控制BGM的播放音量
/// </summary>
public float BgmVolume { get; set; } = 0.8f;
/// <summary>
/// 获取或设置音效音量控制SFX的播放音量
/// </summary>
public float SfxVolume { get; set; } = 0.8f;
}

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namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 图形设置类,用于管理游戏的图形相关配置
/// </summary>
public class GraphicsSettings : ISettingsSection
{
/// <summary>
/// 获取或设置是否启用全屏模式
/// </summary>
public bool Fullscreen { get; set; } = false;
/// <summary>
/// 获取或设置屏幕分辨率宽度
/// </summary>
public int ResolutionWidth { get; set; } = 1920;
/// <summary>
/// 获取或设置屏幕分辨率高度
/// </summary>
public int ResolutionHeight { get; set; } = 1080;
}

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using System.Threading.Tasks;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 定义可应用设置的接口继承自ISettingsSection
/// </summary>
public interface IApplyAbleSettings : ISettingsSection
{
/// <summary>
/// 应用当前设置到系统中
/// </summary>
Task Apply();
}

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using System;
using System.Collections.Generic;
using GFramework.Core.Abstractions.model;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 定义设置模型的接口,提供获取特定类型设置节的功能
/// </summary>
public interface ISettingsModel : IModel
{
/// <summary>
/// 获取指定类型的设置节实例
/// </summary>
/// <typeparam name="T">设置节的类型必须是class、实现ISettingsSection接口且具有无参构造函数</typeparam>
/// <returns>指定类型的设置节实例</returns>
T Get<T>() where T : class, ISettingsSection, new();
/// <summary>
/// 尝试获取指定类型的设置节实例
/// </summary>
/// <param name="type">要获取的设置节类型</param>
/// <param name="section">输出参数如果成功则包含找到的设置节实例否则为null</param>
/// <returns>如果找到指定类型的设置节则返回true否则返回false</returns>
bool TryGet(Type type, out ISettingsSection section);
/// <summary>
/// 获取所有设置节的集合
/// </summary>
/// <returns>包含所有设置节的可枚举集合</returns>
IEnumerable<ISettingsSection> All();
/// <summary>
/// 注册一个可应用的设置对象
/// </summary>
/// <param name="applyAble">要注册的可应用设置对象</param>
void Register(IApplyAbleSettings applyAble);
}

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namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 表示游戏设置的一个配置节接口
/// 该接口定义了设置配置节的基本契约,用于管理游戏中的各种配置选项
/// </summary>
public interface ISettingsSection;

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using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using GFramework.Core.Abstractions.system;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 定义设置系统的接口,提供应用各种设置的方法
/// </summary>
public interface ISettingsSystem : ISystem
{
/// <summary>
/// 应用所有可应用的设置
/// </summary>
Task ApplyAll();
/// <summary>
/// 应用指定类型的设置
/// </summary>
Task Apply(Type settingsType);
/// <summary>
/// 应用指定类型的设置(泛型版本)
/// </summary>
Task Apply<T>() where T : class, ISettingsSection;
/// <summary>
/// 批量应用多个设置类型
/// </summary>
Task Apply(IEnumerable<Type> settingsTypes);
}

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using GFramework.Core.model;
using GFramework.Game.Abstractions.setting;
namespace GFramework.Game.setting;
/// <summary>
/// 设置模型类,用于管理不同类型的应用程序设置部分
/// </summary>
public class SettingsModel : AbstractModel, ISettingsModel
{
private readonly Dictionary<Type, ISettingsSection> _sections = new();
/// <summary>
/// 获取指定类型的设置部分实例,如果不存在则创建新的实例
/// </summary>
/// <typeparam name="T">设置部分的类型必须实现ISettingsSection接口并具有无参构造函数</typeparam>
/// <returns>指定类型的设置部分实例</returns>
public T Get<T>() where T : class, ISettingsSection, new()
{
var type = typeof(T);
// 尝试从字典中获取已存在的设置部分实例
if (_sections.TryGetValue(type, out var existing))
return (T)existing;
// 创建新的设置部分实例并存储到字典中
var created = new T();
_sections[type] = created;
return created;
}
/// <summary>
/// 尝试获取指定类型的设置部分实例
/// </summary>
/// <param name="type">设置部分的类型</param>
/// <param name="section">输出参数如果找到则返回对应的设置部分实例否则为null</param>
/// <returns>如果找到指定类型的设置部分则返回true否则返回false</returns>
public bool TryGet(Type type, out ISettingsSection section)
=> _sections.TryGetValue(type, out section!);
/// <summary>
/// 获取所有设置部分的集合
/// </summary>
/// <returns>包含所有设置部分的可枚举集合</returns>
public IEnumerable<ISettingsSection> All()
=> _sections.Values;
/// <summary>
/// 注册一个可应用的设置对象到管理器中
/// </summary>
/// <param name="applyAble">要注册的可应用设置对象</param>
public void Register(IApplyAbleSettings applyAble)
{
// 获取传入对象的类型信息
var type = applyAble.GetType();
// 尝试将类型和对象添加到线程安全的字典中
_sections.TryAdd(type, applyAble);
}
/// <summary>
/// 初始化方法,用于执行模型的初始化逻辑
/// </summary>
protected override void OnInit()
{
}
}

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using GFramework.Core.extensions;
using GFramework.Core.system;
using GFramework.Game.Abstractions.setting;
namespace GFramework.Game.setting;
/// <summary>
/// 设置系统,负责管理和应用各种设置配置
/// </summary>
public class SettingsSystem : AbstractSystem, ISettingsSystem
{
private ISettingsModel _model = null!;
/// <summary>
/// 应用所有设置配置
/// </summary>
/// <returns>完成的任务</returns>
public Task ApplyAll()
{
// 遍历所有设置配置并尝试应用
foreach (var section in _model.All())
{
TryApply(section);
}
return Task.CompletedTask;
}
/// <summary>
/// 应用指定类型的设置配置
/// </summary>
/// <typeparam name="T">设置配置类型必须是类且实现ISettingsSection接口</typeparam>
/// <returns>完成的任务</returns>
public Task Apply<T>() where T : class, ISettingsSection
=> Apply(typeof(T));
/// <summary>
/// 应用指定类型的设置配置
/// </summary>
/// <param name="settingsType">设置配置类型</param>
/// <returns>完成的任务</returns>
public Task Apply(Type settingsType)
{
if (!_model.TryGet(settingsType, out var section))
return Task.CompletedTask;
TryApply(section);
return Task.CompletedTask;
}
/// <summary>
/// 应用指定类型集合的设置配置
/// </summary>
/// <param name="settingsTypes">设置配置类型集合</param>
/// <returns>完成的任务</returns>
public Task Apply(IEnumerable<Type> settingsTypes)
{
// 去重后遍历设置类型,获取并应用对应的设置配置
foreach (var type in settingsTypes.Distinct())
{
if (_model.TryGet(type, out var section))
{
TryApply(section);
}
}
return Task.CompletedTask;
}
/// <summary>
/// 初始化设置系统,获取设置模型实例
/// </summary>
protected override void OnInit()
{
_model = this.GetModel<ISettingsModel>()!;
}
/// <summary>
/// 尝试应用可应用的设置配置
/// </summary>
/// <param name="section">设置配置对象</param>
private static void TryApply(ISettingsSection section)
{
if (section is IApplyAbleSettings applyable)
{
applyable.Apply();
}
}
}

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</ItemGroup>
<ItemGroup>
<Compile Remove="extensions\ControlExtensions.cs"/>
<Compile Remove="setting\GodotAudioSettings.cs"/>
</ItemGroup>
</Project>

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namespace GFramework.Godot.extensions;
public static class GodotPathExtensions
{
/// <summary>
/// 判断是否是 Godot 用户数据路径user://
/// </summary>
public static bool IsUserPath(this string path)
=> !string.IsNullOrEmpty(path) && path.StartsWith("user://");
/// <summary>
/// 判断是否是 Godot 资源路径res://
/// </summary>
public static bool IsResPath(this string path)
=> !string.IsNullOrEmpty(path) && path.StartsWith("res://");
/// <summary>
/// 判断是否是 Godot 特殊路径user:// 或 res://
/// </summary>
public static bool IsGodotPath(this string path)
=> path.IsUserPath() || path.IsResPath();
}

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namespace GFramework.Godot.setting;
/// <summary>
/// 音频总线映射配置类,用于定义音频系统中不同类型的音频总线名称
/// </summary>
public sealed class AudioBusMap
{
/// <summary>
/// 主音频总线名称,默认值为"Master"
/// </summary>
public string Master { get; init; } = "Master";
/// <summary>
/// 背景音乐音频总线名称,默认值为"BGM"
/// </summary>
public string Bgm { get; init; } = "BGM";
/// <summary>
/// 音效音频总线名称,默认值为"SFX"
/// </summary>
public string Sfx { get; init; } = "SFX";
}

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using GFramework.Game.Abstractions.setting;
using Godot;
namespace GFramework.Godot.setting;
/// <summary>
/// Godot音频设置应用器用于将音频设置应用到Godot引擎的音频总线系统
/// </summary>
/// <param name="settings">音频设置对象,包含主音量、背景音乐音量和音效音量</param>
/// <param name="busMap">音频总线映射对象,定义了不同音频类型的总线名称</param>
public sealed class GodotAudioApplier(AudioSettings settings, AudioBusMap busMap) : IApplyAbleSettings
{
/// <summary>
/// 应用音频设置到Godot音频系统
/// </summary>
/// <returns>表示异步操作的任务</returns>
public Task Apply()
{
SetBus(busMap.Master, settings.MasterVolume);
SetBus(busMap.Bgm, settings.BgmVolume);
SetBus(busMap.Sfx, settings.SfxVolume);
return Task.CompletedTask;
}
/// <summary>
/// 设置指定音频总线的音量
/// </summary>
/// <param name="busName">音频总线名称</param>
/// <param name="linear">线性音量值0-1之间</param>
private static void SetBus(string busName, float linear)
{
// 获取音频总线索引
var idx = AudioServer.GetBusIndex(busName);
if (idx < 0)
{
GD.PushWarning($"Audio bus not found: {busName}");
return;
}
// 将线性音量转换为分贝并设置到音频总线
AudioServer.SetBusVolumeDb(
idx,
Mathf.LinearToDb(Mathf.Clamp(linear, 0.0001f, 1f))
);
}
}

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using GFramework.Game.Abstractions.setting;
namespace GFramework.Godot.setting;
public class GodotAudioSettings: AudioSettings,IApplyAbleSettings
{
public Task Apply()
{
}
}

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using GFramework.Game.Abstractions.setting;
using Godot;
namespace GFramework.Godot.setting;
/// <summary>
/// Godot图形设置类继承自GraphicsSettings并实现IApplyAbleSettings接口
/// 用于管理游戏的图形显示设置,包括分辨率、全屏模式等
/// </summary>
public class GodotGraphicsSettings : GraphicsSettings, IApplyAbleSettings
{
/// <summary>
/// 异步应用当前图形设置到游戏窗口
/// 该方法会根据设置的分辨率、全屏状态等参数调整Godot窗口的显示属性
/// </summary>
/// <returns>表示异步操作的任务</returns>
public async Task Apply()
{
var size = new Vector2I(ResolutionWidth, ResolutionHeight);
// 直接调用DisplayServer API不使用异步或延迟
// 1. 设置边框标志
DisplayServer.WindowSetFlag(DisplayServer.WindowFlags.Borderless, Fullscreen);
// 2. 设置窗口模式
DisplayServer.WindowSetMode(
Fullscreen ? DisplayServer.WindowMode.ExclusiveFullscreen : DisplayServer.WindowMode.Windowed
);
// 3. 窗口化下设置尺寸和位置
if (!Fullscreen)
{
DisplayServer.WindowSetSize(size);
// 居中窗口
var screen = DisplayServer.GetPrimaryScreen();
var screenSize = DisplayServer.ScreenGetSize(screen);
var pos = (screenSize - size) / 2;
DisplayServer.WindowSetPosition(pos);
}
await Task.CompletedTask;
}
}

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using System.Collections.Concurrent;
using System.Text;
using GFramework.Core.Abstractions.storage;
using GFramework.Game.Abstractions.serializer;
using GFramework.Godot.extensions;
using FileAccess = Godot.FileAccess;
namespace GFramework.Godot.storage;
/// <summary>
/// Godot 特化的文件存储实现,支持 res://、user:// 和普通文件路径
/// 支持按 key 细粒度锁保证线程安全
/// </summary>
public sealed class GodotFileStorage : IStorage
{
/// <summary>
/// 每个 key 对应的锁对象
/// </summary>
private readonly ConcurrentDictionary<string, object> _keyLocks = new();
private readonly ISerializer _serializer;
/// <summary>
/// 初始化 Godot 文件存储
/// </summary>
/// <param name="serializer">序列化器实例</param>
public GodotFileStorage(ISerializer serializer)
{
_serializer = serializer ?? throw new ArgumentNullException(nameof(serializer));
}
#region Delete
/// <summary>
/// 删除指定键对应的文件
/// </summary>
/// <param name="key">存储键</param>
public void Delete(string key)
{
throw new NotImplementedException();
}
#endregion
#region Helpers
/// <summary>
/// 清理路径段中的无效字符,将无效文件名字符替换为下划线
/// </summary>
/// <param name="segment">要清理的路径段</param>
/// <returns>清理后的路径段</returns>
private static string SanitizeSegment(string segment)
=> Path.GetInvalidFileNameChars().Aggregate(segment, (current, c) => current.Replace(c, '_'));
/// <summary>
/// 将存储键转换为绝对路径,处理 Godot 虚拟路径和普通文件系统路径
/// </summary>
/// <param name="key">存储键</param>
/// <returns>绝对路径字符串</returns>
private static string ToAbsolutePath(string key)
{
if (string.IsNullOrWhiteSpace(key))
throw new ArgumentException("Storage key cannot be empty", nameof(key));
key = key.Replace('\\', '/');
if (key.Contains(".."))
throw new ArgumentException("Storage key cannot contain '..'", nameof(key));
// Godot 虚拟路径直接使用 FileAccess 支持
if (key.IsGodotPath())
return key;
// 普通文件系统路径
var segments = key.Split('/', StringSplitOptions.RemoveEmptyEntries)
.Select(SanitizeSegment)
.ToArray();
if (segments.Length == 0)
throw new ArgumentException("Invalid storage key", nameof(key));
var dir = Path.Combine(segments[..^1]);
var fileName = segments[^1];
if (!string.IsNullOrEmpty(dir))
Directory.CreateDirectory(dir);
return Path.Combine(dir, fileName);
}
/// <summary>
/// 获取指定路径对应的锁对象,如果不存在则创建新的锁对象
/// </summary>
/// <param name="path">文件路径</param>
/// <returns>对应路径的锁对象</returns>
private object GetLock(string path) => _keyLocks.GetOrAdd(path, _ => new object());
#endregion
#region Exists
/// <summary>
/// 检查指定键对应的文件是否存在
/// </summary>
/// <param name="key">存储键</param>
/// <returns>文件存在返回 true否则返回 false</returns>
public bool Exists(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
if (!path.IsGodotPath()) return File.Exists(path);
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
return file != null;
}
}
/// <summary>
/// 异步检查指定键对应的文件是否存在
/// </summary>
/// <param name="key">存储键</param>
/// <returns>表示异步操作的任务,结果为布尔值表示文件是否存在</returns>
public Task<bool> ExistsAsync(string key)
=> Task.FromResult(Exists(key));
#endregion
#region Read
/// <summary>
/// 读取指定键对应的序列化数据并反序列化为指定类型
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <returns>反序列化后的对象实例</returns>
/// <exception cref="FileNotFoundException">当指定键对应的文件不存在时抛出</exception>
public T Read<T>(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
string content;
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
if (file == null) throw new FileNotFoundException($"Storage key not found: {key}", path);
content = file.GetAsText();
}
else
{
if (!File.Exists(path))
throw new FileNotFoundException($"Storage key not found: {key}", path);
content = File.ReadAllText(path, Encoding.UTF8);
}
return _serializer.Deserialize<T>(content);
}
}
/// <summary>
/// 读取指定键对应的序列化数据,如果文件不存在则返回默认值
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="defaultValue">当文件不存在时返回的默认值</param>
/// <returns>反序列化后的对象实例或默认值</returns>
public T Read<T>(string key, T defaultValue)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
if (path.IsGodotPath() && !FileAccess.FileExists(path) || !path.IsGodotPath() && !File.Exists(path))
return defaultValue;
return Read<T>(key);
}
}
/// <summary>
/// 异步读取指定键对应的序列化数据并反序列化为指定类型
/// </summary>
/// <typeparam name="T">要反序列化的类型</typeparam>
/// <param name="key">存储键</param>
/// <returns>表示异步操作的任务,结果为反序列化后的对象实例</returns>
public async Task<T> ReadAsync<T>(string key)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
return await Task.Run(() =>
{
lock (keyLock)
{
string content;
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
if (file == null) throw new FileNotFoundException($"Storage key not found: {key}", path);
content = file.GetAsText();
}
else
{
if (!File.Exists(path))
throw new FileNotFoundException($"Storage key not found: {key}", path);
content = File.ReadAllText(path, Encoding.UTF8);
}
return _serializer.Deserialize<T>(content);
}
});
}
#endregion
#region Write
/// <summary>
/// 将指定对象序列化并写入到指定键对应的文件中
/// </summary>
/// <typeparam name="T">要序列化的对象类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="value">要写入的对象实例</param>
public void Write<T>(string key, T value)
{
var path = ToAbsolutePath(key);
var keyLock = GetLock(path);
lock (keyLock)
{
var content = _serializer.Serialize(value);
if (path.IsGodotPath())
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
if (file == null) throw new IOException($"Cannot write file: {path}");
file.StoreString(content);
}
else
{
Directory.CreateDirectory(Path.GetDirectoryName(path)!);
File.WriteAllText(path, content, Encoding.UTF8);
}
}
}
/// <summary>
/// 异步将指定对象序列化并写入到指定键对应的文件中
/// </summary>
/// <typeparam name="T">要序列化的对象类型</typeparam>
/// <param name="key">存储键</param>
/// <param name="value">要写入的对象实例</param>
/// <returns>表示异步操作的任务</returns>
public async Task WriteAsync<T>(string key, T value)
{
await Task.Run(() => Write(key, value));
}
#endregion
}