refactor(setting): 重构设置重置功能实现

- 移除 SettingsResetEvent 中的旧设置属性,改为仅保存新设置
- 删除 SettingsPersistence 中的重置方法,统一通过命令模式处理
- 在 SettingsSystem 中添加 ResetAsync 方法并集成命令模式
- 为 AudioSettings 和 GraphicsSettings 添加 Reset 方法实现
- 扩展 ISettingsData 接口添加 Reset 方法定义
- 从接口中移除重置相关方法定义
- 在 ISettingsSystem 中添加重置相关的异步方法声明
- 为 AudioBusMapSettings 添加 Reset 方法实现
- 新增 ResetSettingsCommand 和 ResetSettingsInput 实现命令模式
- 添加 SettingsData 抽象基类提供默认的 Reset 实现
- [skip ci]
This commit is contained in:
GeWuYou 2026-01-17 16:07:37 +08:00
parent e7285b3426
commit a45bf27c8b
12 changed files with 174 additions and 123 deletions

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@ -1,4 +1,4 @@
namespace GFramework.Game.Abstractions.setting;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 音频设置类,用于管理游戏中的音频配置
@ -19,4 +19,14 @@ public class AudioSettings : ISettingsData
/// 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;
/// <summary>
/// 重置音频设置为默认值
/// </summary>
public void Reset()
{
MasterVolume = 1.0f;
BgmVolume = 0.8f;
SfxVolume = 0.8f;
}
}

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@ -19,4 +19,14 @@ public class GraphicsSettings : ISettingsData
/// 获取或设置屏幕分辨率高度
/// </summary>
public int ResolutionHeight { get; set; } = 1080;
/// <summary>
/// 重置图形设置为默认值
/// </summary>
public void Reset()
{
Fullscreen = false;
ResolutionWidth = 1920;
ResolutionHeight = 1080;
}
}

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@ -1,6 +1,12 @@
namespace GFramework.Game.Abstractions.setting;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 设置数据接口 - 纯数据,可自动创建
/// </summary>
public interface ISettingsData : ISettingsSection;
public interface ISettingsData : ISettingsSection
{
/// <summary>
/// 重置设置为默认值
/// </summary>
void Reset();
}

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@ -40,14 +40,4 @@ public interface ISettingsPersistence : IContextUtility
/// 加载所有已知类型的设置数据
/// </summary>
Task<IDictionary<Type, ISettingsData>> LoadAllAsync(IEnumerable<Type> knownTypes);
/// <summary>
/// 重置指定类型的设置数据为默认值
/// </summary>
Task<T> ResetAsync<T>() where T : class, ISettingsData, new();
/// <summary>
/// 重置所有设置数据为默认值
/// </summary>
Task ResetAllAsync();
}

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@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using GFramework.Core.Abstractions.system;
@ -28,5 +28,23 @@ public interface ISettingsSystem : ISystem
/// <summary>
/// 批量应用多个设置类型
/// </summary>
/// <param name="settingsTypes">设置配置类型集合</param>
Task Apply(IEnumerable<Type> settingsTypes);
/// <summary>
/// 重置指定类型的设置
/// </summary>
/// <param name="settingsType">设置类型</param>
Task ResetAsync(Type settingsType);
/// <summary>
/// 重置指定类型的设置(泛型版本)
/// </summary>
/// <typeparam name="T">设置类型</typeparam>
Task ResetAsync<T>() where T : class, ISettingsData, new();
/// <summary>
/// 重置所有设置
/// </summary>
Task ResetAllAsync();
}

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@ -0,0 +1,36 @@
using System;
using System.Reflection;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 设置数据抽象基类,提供默认的 Reset() 实现
/// </summary>
public abstract class SettingsData : ISettingsData
{
/// <summary>
/// 重置设置为默认值
/// 使用反射将所有属性重置为它们的默认值
/// </summary>
public virtual void Reset()
{
var properties = GetType().GetProperties(BindingFlags.Public | BindingFlags.Instance);
foreach (var prop in properties)
{
if (!prop.CanWrite || !prop.CanRead) continue;
var defaultValue = GetDefaultValue(prop.PropertyType);
prop.SetValue(this, defaultValue);
}
}
/// <summary>
/// 获取指定类型的默认值
/// </summary>
/// <param name="type">要获取默认值的类型</param>
/// <returns>类型的默认值</returns>
private static object? GetDefaultValue(Type type)
{
return type.IsValueType ? Activator.CreateInstance(type) : null;
}
}

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@ -118,50 +118,6 @@ public class SettingsPersistence : AbstractContextUtility, ISettingsPersistence
return result;
}
public async Task<T> ResetAsync<T>() where T : class, ISettingsData, new()
{
var type = typeof(T);
var key = GetKey(type);
T oldSettings;
if (await _storage.ExistsAsync(key))
{
oldSettings = await _storage.ReadAsync<T>(key);
}
else
{
oldSettings = new T();
}
var newSettings = new T();
await _storage.WriteAsync(key, newSettings);
this.SendEvent(new SettingsResetEvent<T>(oldSettings, newSettings));
return newSettings;
}
public async Task ResetAllAsync()
{
var knownTypes = new List<Type>();
var audioSettings = await LoadAllAsync(knownTypes);
var allNewSettings = new List<ISettingsSection>();
foreach (var kvp in audioSettings)
{
var type = kvp.Key;
var key = GetKey(type);
var newSettings = Activator.CreateInstance(type) as ISettingsSection;
if (newSettings is null) continue;
await _storage.WriteAsync(key, newSettings);
allNewSettings.Add(newSettings);
}
this.SendEvent(new SettingsResetAllEvent(allNewSettings));
}
protected override void OnInit()
{
_storage = this.GetUtility<IStorage>()!;

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@ -1,6 +1,7 @@
using GFramework.Core.extensions;
using GFramework.Core.system;
using GFramework.Game.Abstractions.setting;
using GFramework.Game.setting.commands;
using GFramework.Game.setting.events;
namespace GFramework.Game.setting;
@ -27,59 +28,27 @@ public class SettingsSystem : AbstractSystem, ISettingsSystem
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)
public Task ResetAsync(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())
return this.SendCommandAsync(new ResetSettingsCommand(new ResetSettingsInput
{
if (_model.TryGet(type, out var section))
{
TryApply(section);
}
}
return Task.CompletedTask;
SettingsType = settingsType
}));
}
/// <summary>
/// 初始化设置系统,获取设置模型实例
/// </summary>
protected override void OnInit()
public Task ResetAsync<T>() where T : class, ISettingsData, new()
{
_model = this.GetModel<ISettingsModel>()!;
return ResetAsync(typeof(T));
}
public Task ResetAllAsync()
{
return this.SendCommandAsync(new ResetSettingsCommand(new ResetSettingsInput
{
SettingsType = null
}));
}
/// <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 void TryApply(ISettingsSection section)
{
if (section is IApplyAbleSettings applyable)

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@ -0,0 +1,54 @@
using GFramework.Core.command;
using GFramework.Game.Abstractions.setting;
using GFramework.Game.setting.events;
namespace GFramework.Game.setting.commands;
public sealed class ResetSettingsCommand : AbstractAsyncCommand<ResetSettingsInput>
{
private ISettingsModel _model = null!;
private ISettingsPersistence _persistence = null!;
protected override void OnContextReady()
{
base.OnContextReady();
_model = this.GetModel<ISettingsModel>()!;
_persistence = this.GetUtility<ISettingsPersistence>()!;
}
protected override async Task OnExecuteAsync(ResetSettingsInput input)
{
if (input.SettingsType == null)
await ResetAll();
else
await ResetSingle(input.SettingsType);
}
private async Task ResetSingle(Type settingsType)
{
if (!_model.TryGet(settingsType, out var section))
throw new InvalidOperationException($"Settings {settingsType.Name} not found");
if (section is not ISettingsData settingsData)
throw new InvalidOperationException($"Settings {settingsType.Name} is not ISettingsData");
settingsData.Reset();
await _persistence.SaveAsync(settingsData);
this.SendEvent(new SettingsResetEvent<ISettingsSection>(settingsData));
}
private async Task ResetAll()
{
var allSettings = _model.All()
.OfType<ISettingsData>()
.ToList();
foreach (var settings in allSettings)
{
settings.Reset();
await _persistence.SaveAsync(settings);
}
this.SendEvent(new SettingsResetAllEvent(allSettings));
}
}

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@ -0,0 +1,8 @@
using GFramework.Core.Abstractions.command;
namespace GFramework.Game.setting.commands;
public sealed class ResetSettingsInput : ICommandInput
{
public Type? SettingsType { get; init; }
}

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@ -6,29 +6,13 @@ namespace GFramework.Game.setting.events;
/// 表示设置重置事件
/// </summary>
/// <typeparam name="T">设置节类型</typeparam>
public class SettingsResetEvent<T> : ISettingsChangedEvent
public class SettingsResetEvent<T>(T newSettings) : ISettingsChangedEvent
where T : ISettingsSection
{
/// <summary>
/// 构造函数
/// </summary>
/// <param name="oldSettings">重置前的设置</param>
/// <param name="newSettings">重置后的新设置</param>
public SettingsResetEvent(T oldSettings, T newSettings)
{
OldSettings = oldSettings;
NewSettings = newSettings;
}
/// <summary>
/// 获取重置前的设置
/// </summary>
public T OldSettings { get; }
/// <summary>
/// 获取重置后的新设置
/// </summary>
public T NewSettings { get; }
public T NewSettings { get; } = newSettings;
/// <summary>
/// 获取类型化的设置实例(返回新设置)

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@ -1,4 +1,4 @@
using GFramework.Game.Abstractions.setting;
using GFramework.Game.Abstractions.setting;
namespace GFramework.Godot.setting;
@ -25,4 +25,14 @@ public class AudioBusMapSettings : ISettingsData
/// 默认值为"SFX"
/// </summary>
public string Sfx { get; set; } = "SFX";
/// <summary>
/// 重置音频总线映射设置为默认值
/// </summary>
public void Reset()
{
Master = "Master";
Bgm = "BGM";
Sfx = "SFX";
}
}