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feat(godot): 集成Godot生命周期管理
- 新增ArchitectureAnchorNode类用于监听场景树销毁事件 - 在AbstractArchitecture中实现AttachToGodotLifecycle方法 - 自动绑定架构销毁逻辑到Godot节点退出时机 - 防止架构组件在热重载或多次初始化时重复挂载 - 完善系统注册与销毁流程,确保资源正确释放
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@ -1,4 +1,5 @@
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using GFramework.Core.architecture;
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using Godot;
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namespace GFramework.Core.Godot.architecture;
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@ -8,6 +9,8 @@ namespace GFramework.Core.Godot.architecture;
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/// <typeparam name="T">架构的具体类型,必须继承自Architecture且能被实例化</typeparam>
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public abstract class AbstractArchitecture<T> : Architecture<T> where T : Architecture<T>, new()
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{
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private const string ArchitectureName = "__GFrameworkArchitectureAnchor";
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/// <summary>
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/// 初始化架构,按顺序注册模型、系统和工具
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/// </summary>
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@ -16,8 +19,35 @@ public abstract class AbstractArchitecture<T> : Architecture<T> where T : Archit
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RegisterModels();
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RegisterSystems();
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RegisterUtilities();
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AttachToGodotLifecycle();
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}
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/// <summary>
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/// 将架构绑定到Godot生命周期中,确保在场景树销毁时能够正确清理资源
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/// 通过创建一个锚节点来监听场景树的销毁事件
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/// </summary>
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private void AttachToGodotLifecycle()
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{
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if (Engine.GetMainLoop() is not SceneTree tree)
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return;
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// 防止重复挂载(热重载 / 多次 Init)
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if (tree.Root.GetNodeOrNull(ArchitectureName) != null)
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return;
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var anchor = new ArchitectureAnchorNode
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{
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Name = ArchitectureName
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};
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anchor.Bind(() =>
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{
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Destroy();
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});
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tree.Root.AddChild(anchor);
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}
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/// <summary>
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/// 注册工具抽象方法,由子类实现具体的工具注册逻辑
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/// </summary>
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@ -33,3 +63,4 @@ public abstract class AbstractArchitecture<T> : Architecture<T> where T : Archit
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/// </summary>
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protected abstract void RegisterModels();
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}
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32
GFramework.Core.Godot/architecture/ArchitectureAnchorNode.cs
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32
GFramework.Core.Godot/architecture/ArchitectureAnchorNode.cs
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@ -0,0 +1,32 @@
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using Godot;
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namespace GFramework.Core.Godot.architecture;
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/// <summary>
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/// 架构锚点节点类,用于在Godot场景树中作为架构组件的根节点
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/// 该类提供了退出时的回调绑定功能,可以在节点从场景树中移除时执行清理操作
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/// </summary>
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public partial class ArchitectureAnchorNode : Node
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{
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private Action? _onExit;
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/// <summary>
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/// 绑定节点退出时的回调动作
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/// </summary>
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/// <param name="onExit">当节点从场景树退出时要执行的动作</param>
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public void Bind(Action onExit)
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{
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_onExit = onExit;
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}
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/// <summary>
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/// 当节点从场景树中移除时调用此方法
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/// 执行绑定的退出回调并清理引用
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/// </summary>
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public override void _ExitTree()
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{
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_onExit?.Invoke();
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_onExit = null;
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}
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}
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@ -65,6 +65,8 @@ public abstract class Architecture<T> : IArchitecture where T : Architecture<T>,
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/// 存储尚未初始化的系统集合,在初始化阶段统一调用Init方法
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/// </summary>
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private readonly HashSet<ISystem> _mSystems = [];
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private readonly HashSet<ISystem> _allSystems = [];
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/// <summary>
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/// 类型化事件系统,负责事件的发布与订阅管理
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@ -99,7 +101,7 @@ public abstract class Architecture<T> : IArchitecture where T : Architecture<T>,
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{
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system.SetArchitecture(this);
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_mContainer.Register(system);
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_allSystems.Add(system);
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if (!_mInited)
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_mSystems.Add(system);
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else
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@ -242,11 +244,11 @@ public abstract class Architecture<T> : IArchitecture where T : Architecture<T>,
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public void Destroy()
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{
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// 销毁所有已注册的系统
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foreach (var system in _mSystems)
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foreach (var system in _allSystems)
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{
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system.Destroy();
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}
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_mSystems.Clear();
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_allSystems.Clear();
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}
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