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refactor(architecture): 调整命名空间结构并添加必要引用
- 将 ArchitecturePhase 枚举移至 enums 命名空间 - 在多个架构相关文件中添加 enums 命名空间引用 - 修复 IController 接口中的错误命名空间声明 - 统一架构组件的命名空间组织结构
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namespace GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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namespace GFramework.Core.Abstractions.architecture;
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/// <summary>
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/// 架构生命周期接口,定义了架构在不同阶段的回调方法
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namespace GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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namespace GFramework.Core.Abstractions.architecture;
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/// <summary>
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/// 定义架构阶段感知接口,用于在架构的不同阶段执行相应的逻辑
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using GFramework.Core.Abstractions.rule;
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namespace GFramework.GFramework.Core.Abstractions.controller;
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namespace GFramework.Core.Abstractions.controller;
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/// <summary>
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/// 控制器接口,定义了控制器需要实现的所有功能契约
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namespace GFramework.Core.Abstractions.architecture;
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namespace GFramework.Core.Abstractions.enums;
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/// <summary>
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/// 架构阶段枚举,定义了系统架构初始化和运行过程中的各个关键阶段
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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using GFramework.Core.Abstractions.events;
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using GFramework.Core.Abstractions.ioc;
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using GFramework.Core.Abstractions.logging;
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using System.Collections.Immutable;
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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namespace GFramework.Core.architecture;
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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using GFramework.Core.architecture;
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using Godot;
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using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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using GFramework.Core.system;
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using GFramework.Game.Abstractions.assets;
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using GFramework.Godot.Abstractions.assets;
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