// Copyright (c) 2026 GeWuYou // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. using GFramework.Core.Abstractions.bases; using Godot; namespace GFramework.Godot.data; /// /// Godot资源仓储实现类,用于管理Godot资源的存储和加载。 /// 实现了IResourceRepository接口,提供基于键的资源存取功能。 /// /// 资源键的类型 /// 资源类型,必须继承自Godot.Resource并实现IHasKey接口 public class GodotResourceRepository : IResourceRepository where TResource : Resource, IHasKey where TKey : notnull { /// /// 内部存储字典,用于保存键值对形式的资源 /// private readonly Dictionary _storage = new(); /// /// 向仓储中添加资源 /// /// 资源的键 /// 要添加的资源对象 /// 当键已存在时抛出异常 public void Add(TKey key, TResource value) { if (!_storage.TryAdd(key, value)) throw new InvalidOperationException($"Duplicate key detected: {key}"); } /// /// 根据键获取资源 /// /// 资源的键 /// 对应的资源对象 /// 当键不存在时抛出异常 public TResource Get(TKey key) { if (!_storage.TryGetValue(key, out var value)) throw new KeyNotFoundException($"Resource with key '{key}' not found."); return value; } /// /// 尝试根据键获取资源 /// /// 资源的键 /// 输出参数,返回找到的资源对象 /// 如果找到资源返回true,否则返回false public bool TryGet(TKey key, out TResource value) => _storage.TryGetValue(key, out value!); /// /// 获取所有资源的只读集合 /// /// 包含所有资源的只读集合 public IReadOnlyCollection GetAll() => _storage.Values; /// /// 检查是否包含指定键的资源 /// /// 要检查的键 /// 如果包含该键返回true,否则返回false public bool Contains(TKey key) => _storage.ContainsKey(key); /// /// 从仓储中移除指定键的资源 /// /// 要移除的资源键 /// 当键不存在时抛出异常 public void Remove(TKey key) { if (!_storage.Remove(key)) throw new KeyNotFoundException($"Resource with key '{key}' not found."); } /// /// 清空仓储中的所有资源 /// public void Clear() => _storage.Clear(); /// /// 从指定路径集合加载资源到仓储中 /// /// 资源文件路径的集合 /// 是否递归加载子目录中的资源 public void LoadFromPath(IEnumerable paths, bool recursive = false) { foreach (var path in paths) { LoadSinglePath(path, recursive); } } /// /// 从指定路径数组加载资源到仓储中 /// 提供便捷的参数数组重载方法 /// /// 是否递归加载子目录中的资源 /// 资源文件路径的参数数组 public void LoadFromPath(bool recursive = false, params string[] paths) { LoadFromPath(paths, recursive); } /// /// 从单个路径加载资源 /// 遍历目录中的所有.tres和.res文件并加载为资源 /// /// 要加载资源的目录路径 /// 是否递归加载子目录中的资源 private void LoadSinglePath(string path, bool recursive) { // 打开目录访问对象 var dir = DirAccess.Open(path); if (dir == null) { GD.PushWarning($"Path not found: {path}"); return; } // 开始遍历目录 dir.ListDirBegin(); while (true) { var entry = dir.GetNext(); if (string.IsNullOrEmpty(entry)) break; var fullPath = $"{path}/{entry}"; // 处理目录项 if (dir.CurrentIsDir()) { // 递归处理子目录(排除.和..目录) if (recursive && entry != "." && entry != "..") { LoadSinglePath(fullPath, true); } continue; } // 只处理.tres和.res文件 if (!entry.EndsWith(".tres") && !entry.EndsWith(".res")) continue; // 加载资源文件 var resource = GD.Load(fullPath); if (resource == null) { GD.PushWarning($"Failed to load resource: {fullPath}"); continue; } Add(resource.Key, resource); } // 结束目录遍历 dir.ListDirEnd(); } }