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Author SHA1 Message Date
gewuyou
46ea6f1ffd
Merge pull request #179 from GeWuYou/feat/ci-publish-workflow-nuget-github
feat(workflow): 添加许可证合规检查工作流并优化发布流程
2026-04-05 20:54:45 +08:00
GeWuYou
cd210da167 feat(workflow): 添加许可证合规检查工作流并优化发布流程
- 新增 license-compliance.yml 工作流,集成 Feluda 许可证扫描器
- 实现许可证合规性检查、SBOM 生成和验证功能
- 移除 publish.yml 中的许可证合规相关步骤
- 更新发布流程以分离许可证合规和包发布职责
- 添加并发控制配置避免重复执行
- 简化 GitHub Release 创建流程,移除合规文件附件逻辑
2026-04-05 20:42:00 +08:00
gewuyou
152da3fe3f
Merge pull request #177 from GeWuYou/feat/ci-publish-workflow-nuget-github
feat(ci): 添加发布工作流支持NuGet和GitHub Packages
2026-04-05 20:28:46 +08:00
GeWuYou
1e092c07d3 chore(ci): 更新发布工作流配置
- 添加 .NET 10.0 环境设置步骤
- 将密码参数从 secrets.GITHUB_TOKEN 替换为 github.token
- 将环境变量中的 secrets.GITHUB_TOKEN 替换为 github.token
2026-04-05 20:23:16 +08:00
gewuyou
658a36fdd0
Merge pull request #178 from GeWuYou/feat/godot-localization-settings
Feat/godot localization settings
2026-04-05 20:21:10 +08:00
GeWuYou
e84af1512d feat(setting): 添加本地化设置测试并优化依赖注入
- 在 GodotLocalizationSettingsTests 中添加核心本地化接口引用
- 为 GodotLocalizationSettings 添加架构依赖项
- 配置 Godot 全局命名空间以便更简单的 API 访问
- 更新测试文件中的设置数据抽象层依赖项
- 简化 Godot 项目中的全局 using 指令结构
2026-04-05 20:08:28 +08:00
GeWuYou
d588372cff docs(godot): 添加 Godot 设置模块文档
- 新增 Godot 设置模块概述和核心类说明
- 添加音频设置系统详细文档包括 AudioBusMap 和 GodotAudioSettings
- 添加图形设置系统文档包括 GodotGraphicsSettings 实现
- 添加本地化设置系统文档包括 LocalizationMap 和 GodotLocalizationSettings
- 提供完整的架构设计图和使用示例代码
- 添加 API 详细说明和技术实现细节
- 包含最佳实践、性能考虑和故障排除指南
2026-04-05 19:54:09 +08:00
GeWuYou
41dd759379 feat(godot): 添加Godot本地化设置功能
- 新增LocalizationMap类实现用户语言到Godot locale和框架语言码的映射
- 创建GodotLocalizationSettings类同步应用本地化设置到Godot引擎和GFramework框架
- 添加测试项目配置文件GFramework.Game.Tests.csproj
- 实现本地化设置的单元测试验证语言同步功能
2026-04-05 19:54:02 +08:00
GeWuYou
46d8a7d4e2 chore(workflow): 移除发布状态检查
- 移除了 NuGet.org 和 GitHub Packages 发布状态检查
- 简化了发布工作流的输出信息
- 更新了合规性检查部分的格式
2026-04-05 18:51:47 +08:00
GeWuYou
1f34928785 feat(ci): 添加发布工作流支持NuGet和GitHub Packages
- 实现自动构建和打包功能,支持标签触发
- 集成NuGet.org和GitHub Packages双重发布机制
- 添加许可证合规性检查和SBOM文件生成
- 实现GitHub Release自动创建和资产上传
- 配置OIDC身份验证和临时API密钥管理
- 添加包重复上传检测和跳过功能
2026-04-05 18:49:08 +08:00
8 changed files with 371 additions and 97 deletions

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@ -5,6 +5,10 @@ on:
tags:
- '*'
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: false
permissions:
contents: write
@ -114,4 +118,4 @@ jobs:
sbom-cyclonedx-validation.txt
license-compliance.zip
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GITHUB_TOKEN: ${{ github.token }}

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@ -1,30 +1,37 @@
# 发布工作流NuGet + GitHub Release
#
# 功能:当推送标签时自动构建、打包并发布到 NuGet.org 和 GitHub Release
# 发布工作流NuGet + GitHub Packages + GitHub Release
#
# 功能:当推送标签时自动构建、打包,并将相同产物并发发布到 NuGet.org 与 GitHub Packages
# 最后创建 GitHub Release。
# 触发条件:推送任何标签(如 v1.0.0 或 1.0.0
# 权限:允许写入内容、包和使用 OIDC 身份验证
name: Publish (NuGet + GitHub Release)
name: Publish (NuGet + GitHub Packages + GitHub Release)
# 触发:推送 tag 时触发(例如 v1.0.0 或 1.0.0
on:
push:
tags:
- '*'
# 顶级权限:允许创建 release、写 packages并允许 id-tokenOIDC
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: false
permissions:
contents: write
packages: write
id-token: write
jobs:
build-and-publish:
build-pack:
name: Build And Pack
runs-on: ubuntu-latest
permissions:
contents: read
packages: read
id-token: write
contents: write
packages: write
outputs:
package_version: ${{ steps.tag_version.outputs.version }}
steps:
- name: Checkout repository (at tag)
@ -38,19 +45,17 @@ jobs:
with:
dotnet-version: 10.0.x
- name: Install unzip (for reading .nuspec from .nupkg)
run: sudo apt-get update && sudo apt-get install -y unzip
- name: Cache NuGet packages
uses: actions/cache@v5
with:
path: ~/.nuget/packages
key: ${{ runner.os }}-nuget-${{ hashFiles('**/*.csproj') }}
- name: Restore dependencies
run: dotnet restore
# 从 GitHub 引用中提取标签版本
# 提取逻辑:去除 refs/tags/ 前缀,然后去除 v/V 前缀
# 输出version - 处理后的版本号
# 从 GitHub 引用中提取标签版本。
# 提取逻辑:去除 refs/tags/ 前缀,然后去除 v/V 前缀。
- name: Determine tag version
id: tag_version
run: |
@ -60,26 +65,47 @@ jobs:
VERSION=${TAG#v}
VERSION=${VERSION#V}
echo "tag='$TAG' -> version='$VERSION'"
echo "version=$VERSION" >> $GITHUB_OUTPUT
echo "version=$VERSION" >> "$GITHUB_OUTPUT"
- name: Pack (use tag version)
run: |
set -e
echo "Packing with version=${{ steps.tag_version.outputs.version }}"
dotnet pack -c Release -o ./packages -p:PackageVersion=${{ steps.tag_version.outputs.version }} -p:IncludeSymbols=false
# 上传许可证合规相关的工件文件包括通知文件、第三方许可证、SBOM文件及验证结果
- name: Upload compliance artifacts
- name: Show packages
run: ls -la ./packages || true
# 上传 nupkg 工件,供多个发布 job 复用,避免重复打包。
- name: Upload package artifacts
uses: actions/upload-artifact@v7
with:
name: license-compliance
path: |
NOTICE
THIRD_PARTY_LICENSES.md
sbom.spdx.json
sbom.cyclonedx.json
sbom-spdx-validation.txt
sbom-cyclonedx-validation.txt
- name: Show packages
name: packages
path: ./packages/*.nupkg
publish-nuget:
name: Publish To NuGet.org
runs-on: ubuntu-latest
needs: build-pack
permissions:
contents: read
packages: read
id-token: write
steps:
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 10.0.x
- name: Download package artifacts
uses: actions/download-artifact@v5
with:
name: packages
path: ./packages
- name: Show downloaded packages
run: ls -la ./packages || true
- name: NuGet login (OIDC → temporary API key)
@ -88,9 +114,8 @@ jobs:
with:
user: ${{ secrets.NUGET_USER }}
# 将所有生成的包推送到 nuget.org
# 使用临时 API 密钥进行身份验证
# 跳过重复包的上传
# 将所有生成的包推送到 nuget.org。
# 使用临时 API 密钥进行身份验证,并跳过重复包上传。
- name: Push all packages to nuget.org
env:
NUGET_API_KEY: ${{ steps.nuget_login.outputs.NUGET_API_KEY }}
@ -110,36 +135,79 @@ jobs:
if [ "$pushed_any" = false ]; then
echo "No packages found to push."
fi
# 从 .nupkg 文件中提取版本信息
# 通过解压 .nupkgzip 格式)并读取 .nuspec 文件来获取版本
# 输出:
# package_file - 第一个找到的包文件路径
# package_basename - 包文件的基本名称
# version - 从 nuspec 中解析出的版本号
- name: Get Version and First Package Path
id: get_version
publish-github-packages:
name: Publish To GitHub Packages
runs-on: ubuntu-latest
needs: build-pack
permissions:
contents: read
packages: write
steps:
- name: Setup .NET
uses: actions/setup-dotnet@v5
with:
dotnet-version: 10.0.x
- name: Download package artifacts
uses: actions/download-artifact@v5
with:
name: packages
path: ./packages
- name: Show downloaded packages
run: ls -la ./packages || true
# 使用仓库内建的 GITHUB_TOKEN 配置 GitHub Packages NuGet 源。
- name: Configure GitHub Packages source
run: |
set -e
PACKAGE_FILE=$(find ./packages -name "*.nupkg" | head -n 1 || true)
if [ -z "$PACKAGE_FILE" ]; then
echo "No .nupkg file found in ./packages"
exit 1
fi
# 从 .nupkgzip里读取 .nuspec 并提取 <version>
VERSION=$(unzip -p "$PACKAGE_FILE" '*.nuspec' 2>/dev/null | sed -n 's:.*<version>\(.*\)</version>.*:\1:p' | head -n1)
if [ -z "$VERSION" ]; then
echo "Failed to parse version from $PACKAGE_FILE"
exit 1
fi
BASENAME=$(basename "$PACKAGE_FILE")
echo "package_file=$PACKAGE_FILE" >> $GITHUB_OUTPUT
echo "package_basename=$BASENAME" >> $GITHUB_OUTPUT
echo "version=$VERSION" >> $GITHUB_OUTPUT
dotnet nuget add source "https://nuget.pkg.github.com/${{ github.repository_owner }}/index.json" \
--name github \
--username "${{ github.repository_owner }}" \
--password "${{ github.token }}" \
--store-password-in-clear-text
# 创建 GitHub Release
# 使用从包中提取的版本信息和当前标签创建发布
# 发布包含描述信息和版本详情
- name: Push all packages to GitHub Packages
run: |
set -e
pushed_any=false
for PKG in ./packages/*.nupkg; do
[ -f "$PKG" ] || continue
pushed_any=true
echo "Pushing $PKG to GitHub Packages..."
dotnet nuget push "$PKG" \
--source github \
--skip-duplicate
done
if [ "$pushed_any" = false ]; then
echo "No packages found to push."
fi
create-release:
name: Create GitHub Release
runs-on: ubuntu-latest
needs:
- build-pack
- publish-nuget
- publish-github-packages
if: ${{ always() && needs.build-pack.result == 'success' }}
permissions:
contents: write
packages: read
steps:
- name: Download package artifacts
uses: actions/download-artifact@v5
with:
name: packages
path: ./packages
# 无论某一侧包源发布是否失败,都继续创建 Release。
# 合规工件由独立 workflow 生成,当前发布流不再假设这些文件在同一次运行中可用。
- name: Create GitHub Release and Upload Assets
uses: softprops/action-gh-release@v2
with:
@ -147,21 +215,10 @@ jobs:
name: "Release ${{ github.ref_name }}"
body: |
Release created by CI for tag ${{ github.ref_name }}
Package version: ${{ steps.get_version.outputs.version }}
## Compliance
- NOTICE
- THIRD_PARTY_LICENSES
- SPDX & CycloneDX SBOM
Package version: ${{ needs.build-pack.outputs.package_version }}
draft: false
prerelease: false
files: |
./packages/*.nupkg
NOTICE
THIRD_PARTY_LICENSES.md
sbom.spdx.json
sbom.cyclonedx.json
sbom-spdx-validation.txt
sbom-cyclonedx-validation.txt
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GITHUB_TOKEN: ${{ github.token }}

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@ -19,6 +19,7 @@
<ItemGroup>
<ProjectReference Include="..\GFramework.Game\GFramework.Game.csproj"/>
<ProjectReference Include="..\GFramework.Core\GFramework.Core.csproj"/>
<ProjectReference Include="..\GFramework.Godot\GFramework.Godot.csproj"/>
<ProjectReference Include="..\GFramework.SourceGenerators.Abstractions\GFramework.SourceGenerators.Abstractions.csproj"
OutputItemType="Analyzer"
ReferenceOutputAssembly="false"/>

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@ -0,0 +1,74 @@
using GFramework.Core.Abstractions.Localization;
using GFramework.Game.Abstractions.Setting;
using GFramework.Game.Abstractions.Setting.Data;
using GFramework.Godot.Setting;
using GFramework.Godot.Setting.Data;
namespace GFramework.Game.Tests.Setting;
/// <summary>
/// 覆盖 Godot 本地化设置应用器的语言同步行为,防止持久化语言仅影响 Godot 而未同步框架管理器。
/// </summary>
[TestFixture]
public sealed class GodotLocalizationSettingsTests
{
[Test]
public async Task Apply_ShouldSyncEnglishToGodotLocaleAndFrameworkLanguage()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("eng"));
string? appliedLocale = null;
var applicator = CreateApplicator("English", manager.Object, locale => appliedLocale = locale);
await applicator.Apply();
Assert.That(appliedLocale, Is.EqualTo("en"));
manager.Verify(it => it.SetLanguage("eng"), Times.Once);
}
[Test]
public async Task Apply_ShouldSyncChineseToGodotLocaleAndFrameworkLanguage()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("zhs"));
string? appliedLocale = null;
var applicator = CreateApplicator("简体中文", manager.Object, locale => appliedLocale = locale);
await applicator.Apply();
Assert.That(appliedLocale, Is.EqualTo("zh_CN"));
manager.Verify(it => it.SetLanguage("zhs"), Times.Once);
}
[Test]
public async Task Apply_ShouldFallbackUnknownLanguageToEnglish()
{
var manager = new Mock<ILocalizationManager>(MockBehavior.Strict);
manager.Setup(it => it.SetLanguage("eng"));
string? appliedLocale = null;
var applicator = CreateApplicator("Esperanto", manager.Object, locale => appliedLocale = locale);
await applicator.Apply();
Assert.That(appliedLocale, Is.EqualTo("en"));
manager.Verify(it => it.SetLanguage("eng"), Times.Once);
}
private static GodotLocalizationSettings CreateApplicator(
string language,
ILocalizationManager manager,
Action<string> applyGodotLocale)
{
var settingsModel = new Mock<ISettingsModel>(MockBehavior.Strict);
settingsModel.Setup(it => it.GetData<LocalizationSettings>()).Returns(new LocalizationSettings
{
Language = language
});
return new GodotLocalizationSettings(settingsModel.Object, new LocalizationMap(), () => manager,
applyGodotLocale);
}
}

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@ -15,4 +15,5 @@ global using System;
global using System.Collections.Generic;
global using System.Linq;
global using System.Threading;
global using System.Threading.Tasks;
global using System.Threading.Tasks;
global using Godot;

View File

@ -18,12 +18,54 @@ namespace GFramework.Godot.Setting.Data;
/// </summary>
public class LocalizationMap
{
private const string DefaultFrameworkLanguage = "eng";
private const string DefaultGodotLocale = "en";
/// <summary>
/// 用户语言 -> Godot locale 映射表
/// 用户语言 -> Godot locale 映射表
/// </summary>
public Dictionary<string, string> LanguageMap { get; set; } = new()
{
{ "简体中文", "zh_CN" },
{ "English", "en" }
};
/// <summary>
/// 用户语言 -> GFramework 本地化语言码映射表。
/// </summary>
public Dictionary<string, string> FrameworkLanguageMap { get; set; } = new()
{
{ "简体中文", "zhs" },
{ "English", "eng" }
};
/// <summary>
/// 解析用户保存的语言值对应的 Godot locale。
/// </summary>
/// <param name="storedLanguage">设置系统中保存的语言值。</param>
/// <returns>对应的 Godot locale未知值时回退为英文。</returns>
public string ResolveGodotLocale(string? storedLanguage)
{
if (string.IsNullOrWhiteSpace(storedLanguage))
{
return DefaultGodotLocale;
}
return LanguageMap.GetValueOrDefault(storedLanguage, DefaultGodotLocale);
}
/// <summary>
/// 解析用户保存的语言值对应的框架语言码。
/// </summary>
/// <param name="storedLanguage">设置系统中保存的语言值。</param>
/// <returns>对应的框架语言码;未知值时回退为英文。</returns>
public string ResolveFrameworkLanguage(string? storedLanguage)
{
if (string.IsNullOrWhiteSpace(storedLanguage))
{
return DefaultFrameworkLanguage;
}
return FrameworkLanguageMap.GetValueOrDefault(storedLanguage, DefaultFrameworkLanguage);
}
}

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@ -11,32 +11,83 @@
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.Localization;
using GFramework.Core.Architectures;
using GFramework.Game.Abstractions.Setting;
using GFramework.Game.Abstractions.Setting.Data;
using GFramework.Godot.Setting.Data;
using Godot;
namespace GFramework.Godot.Setting;
/// <summary>
/// Godot本地化设置类负责应用本地化配置到Godot引擎
/// Godot 本地化设置类,负责将持久化语言配置同时应用到 Godot 引擎与 GFramework 本地化管理器。
/// </summary>
/// <param name="model">设置模型</param>
/// <param name="localizationMap">本地化映射表</param>
public class GodotLocalizationSettings(ISettingsModel model, LocalizationMap localizationMap)
: IResetApplyAbleSettings
public class GodotLocalizationSettings : IResetApplyAbleSettings
{
private readonly Action<string> _applyGodotLocale;
private readonly Func<ILocalizationManager?> _localizationManagerResolver;
private readonly LocalizationMap _localizationMap;
private readonly ISettingsModel _model;
/// <summary>
/// 应用本地化设置到Godot引擎
/// 初始化 Godot 本地化设置应用器,并默认从当前架构上下文解析框架本地化管理器。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
public GodotLocalizationSettings(ISettingsModel model, LocalizationMap localizationMap)
: this(model, localizationMap, TryResolveLocalizationManager, TranslationServer.SetLocale)
{
}
/// <summary>
/// 初始化 Godot 本地化设置应用器。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
public GodotLocalizationSettings(
ISettingsModel model,
LocalizationMap localizationMap,
Func<ILocalizationManager?> localizationManagerResolver)
: this(model, localizationMap, localizationManagerResolver, TranslationServer.SetLocale)
{
}
/// <summary>
/// 初始化 Godot 本地化设置应用器,并显式指定 Godot locale 应用动作。
/// 该重载主要用于测试或自定义引擎桥接。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
/// <param name="applyGodotLocale">Godot locale 应用动作。</param>
public GodotLocalizationSettings(
ISettingsModel model,
LocalizationMap localizationMap,
Func<ILocalizationManager?> localizationManagerResolver,
Action<string> applyGodotLocale)
{
_model = model ?? throw new ArgumentNullException(nameof(model));
_localizationMap = localizationMap ?? throw new ArgumentNullException(nameof(localizationMap));
_localizationManagerResolver =
localizationManagerResolver ?? throw new ArgumentNullException(nameof(localizationManagerResolver));
_applyGodotLocale = applyGodotLocale ?? throw new ArgumentNullException(nameof(applyGodotLocale));
}
/// <summary>
/// 应用本地化设置到 Godot 引擎与 GFramework 本地化管理器。
/// </summary>
/// <returns>完成的任务</returns>
public Task Apply()
{
var settings = model.GetData<LocalizationSettings>();
// 尝试从映射表获取 Godot locale
var locale = localizationMap.LanguageMap.GetValueOrDefault(settings.Language, "en");
// 默认值
TranslationServer.SetLocale(locale);
var settings = _model.GetData<LocalizationSettings>();
var locale = _localizationMap.ResolveGodotLocale(settings.Language);
var frameworkLanguage = _localizationMap.ResolveFrameworkLanguage(settings.Language);
_applyGodotLocale(locale);
// 设置系统持久化的是用户可见语言值;这里需要同步框架语言码,避免 Godot 与框架状态分裂。
_localizationManagerResolver()?.SetLanguage(frameworkLanguage);
return Task.CompletedTask;
}
@ -45,18 +96,30 @@ public class GodotLocalizationSettings(ISettingsModel model, LocalizationMap loc
/// </summary>
public void Reset()
{
model.GetData<LocalizationSettings>().Reset();
_model.GetData<LocalizationSettings>().Reset();
}
/// <summary>
/// 获取本地化设置的数据对象。
/// 该属性提供对本地化设置数据的只读访问。
/// </summary>
public ISettingsData Data { get; } = model.GetData<LocalizationSettings>();
public ISettingsData Data => _model.GetData<LocalizationSettings>();
/// <summary>
/// 获取本地化设置数据的类型。
/// 该属性返回本地化设置数据的具体类型信息。
/// </summary>
public Type DataType { get; } = typeof(LocalizationSettings);
private static ILocalizationManager? TryResolveLocalizationManager()
{
try
{
return GameContext.GetFirstArchitectureContext().GetSystem<ILocalizationManager>();
}
catch (InvalidOperationException)
{
return null;
}
}
}

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@ -3,7 +3,7 @@
## 概述
Godot 设置模块是 GFramework.Godot 的核心组件之一,专门为 Godot 引擎提供游戏设置系统的实现。该模块将通用的设置框架与 Godot
引擎的特定功能相结合,提供了音频设置和图形设置的完整解决方案。
引擎的特定功能相结合,提供了音频设置、图形设置和本地化设置的完整解决方案。
## 核心类
@ -61,23 +61,55 @@ Godot 图形设置实现类,继承自 GraphicsSettings 并实现 IApplyAbleSet
- 窗口位置自动居中
- 多显示器支持
### 本地化设置系统
#### LocalizationMap
本地化映射配置类,用于把设置系统中保存的用户可见语言值解析为:
- Godot `TranslationServer` 使用的 locale
- GFramework `ILocalizationManager` 使用的语言码
默认映射如下:
- `"简体中文"` -> Godot `zh_CN`,框架语言码 `zhs`
- `"English"` -> Godot `en`,框架语言码 `eng`
未知语言值会稳定回退到英文,避免重启后出现设置值与运行时语言状态不一致。
#### GodotLocalizationSettings
Godot 本地化设置实现类,负责把 `LocalizationSettings` 同时应用到 Godot 引擎与 GFramework 本地化管理器。
**功能:**
- 将语言设置应用到 `TranslationServer.SetLocale(...)`
- 同步 `ILocalizationManager.SetLanguage(...)`
- 通过统一映射避免 Godot locale 与框架语言码分裂
## 架构设计
```mermaid
graph TD
A[AudioSettings] --> B[GodotAudioSettings]
C[GraphicsSettings] --> D[GodotGraphicsSettings]
E[IApplyAbleSettings] --> B
E --> D
E[LocalizationSettings] --> F[GodotLocalizationSettings]
G[IApplyAbleSettings] --> B
G --> D
G --> F
G[AudioBusMap] --> B
H[AudioBusMap] --> B
I[LocalizationMap] --> F
B --> I[AudioServer API]
D --> J[DisplayServer API]
B --> J[AudioServer API]
D --> K[DisplayServer API]
F --> L[TranslationServer API]
F --> M[ILocalizationManager]
K[SettingsSystem] --> L[Apply Method]
L --> B
L --> D
N[SettingsSystem] --> O[Apply Method]
O --> B
O --> D
O --> F
```
## 使用示例
@ -568,4 +600,4 @@ var windowMode = DisplayServer.WindowGetMode();
GD.Print($"Screen: {screenSize}");
GD.Print($"Window: {windowSize} at {windowPos}");
GD.Print($"Mode: {windowMode}");
```
```