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refactor(asset): 重构资源注册方法命名与注释
- 将 RegisterGameUnit 方法重命名为 RegisterSceneUnit - 将 RegisterTemplate 方法重命名为 RegisterScenePage - 更新相关注释以匹配新的方法命名 - 统一参数命名风格,提升代码可读性 - 调整代码格式,增加空行分隔不同功能区域
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@ -70,41 +70,43 @@ public abstract class AbstractResourceFactorySystem : AbstractSystem, IResourceF
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#region Register Helpers(声明式)
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/// <summary>
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/// 注册游戏单位资源到资源管理系统中
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/// 注册场景单元到资源管理系统中
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/// </summary>
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/// <typeparam name="T">游戏单位类型,必须继承自Node</typeparam>
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/// <param name="sceneKey">场景键值,用于标识特定的游戏单位资源</param>
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/// <typeparam name="T">场景单元类型,必须继承自Node</typeparam>
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/// <param name="sceneUnitKey">场景单元键值,用于标识特定的场景单元资源</param>
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/// <param name="preload">是否预加载该资源,默认为false</param>
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public void RegisterGameUnit<T>(
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string sceneKey,
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public void RegisterSceneUnit<T>(
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string sceneUnitKey,
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bool preload = false)
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where T : Node
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{
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var id = _assetCatalogSystem!.GetSceneUnit(sceneKey);
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var id = _assetCatalogSystem!.GetSceneUnit(sceneUnitKey);
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_registry!.Register(
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sceneKey,
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sceneUnitKey,
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_resourceLoadSystem!.GetOrRegisterGameUnitFactory<T>(id),
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preload
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);
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}
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/// <summary>
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/// 注册模板资源到资源管理系统中
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/// 注册场景页面到资源管理系统中
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/// </summary>
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/// <typeparam name="T">模板类型,必须继承自Node</typeparam>
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/// <param name="templateKey">模板键值,用于标识特定的模板资源</param>
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/// <typeparam name="T">场景页面类型,必须继承自Node</typeparam>
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/// <param name="scenePageKey">场景页面键值,用于标识特定的场景页面资源</param>
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/// <param name="preload">是否预加载该资源,默认为false</param>
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public void RegisterTemplate<T>(
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string templateKey,
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public void RegisterScenePage<T>(
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string scenePageKey,
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bool preload = false)
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where T : Node
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{
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var id = _assetCatalogSystem!.GetScenePage(templateKey);
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var id = _assetCatalogSystem!.GetScenePage(scenePageKey);
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_registry!.Register(
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templateKey,
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scenePageKey,
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_resourceLoadSystem!.GetOrRegisterTemplateFactory<T>(id),
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preload
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);
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@ -130,5 +132,6 @@ public abstract class AbstractResourceFactorySystem : AbstractSystem, IResourceF
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);
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}
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#endregion
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}
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