// 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.Logging;
using GFramework.Core.Extensions;
using GFramework.Core.Logging;
using GFramework.Core.Utility;
using GFramework.Game.Abstractions.Scene;
namespace GFramework.Godot.Scene;
///
/// Godot 场景工厂类,用于创建场景实例。
/// 继承自 AbstractContextUtility 并实现 ISceneFactory 接口。
///
public class GodotSceneFactory : AbstractContextUtility, ISceneFactory
{
///
/// 日志记录器,用于记录调试信息。
///
private static readonly ILogger Log =
LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotSceneFactory));
///
/// 场景注册表,用于管理场景资源。
///
private IGodotSceneRegistry _registry = null!;
///
/// 根据指定的场景键创建场景行为实例。
///
/// 场景的唯一标识符。
/// 返回创建的场景行为实例。
public ISceneBehavior Create(string sceneKey)
{
// 从注册表中获取指定场景键对应的 PackedScene
var scene = _registry.Get(sceneKey);
// 实例化场景节点
var node = scene.Instantiate();
// 检查节点是否实现了 ISceneBehaviorProvider 接口
if (node is ISceneBehaviorProvider provider)
{
var behavior = provider.GetScene();
Log.Debug("Created scene instance from provider: {0}", sceneKey);
return behavior;
}
// 否则使用工厂自动创建
var autoBehavior = SceneBehaviorFactory.Create(node, sceneKey);
Log.Debug("Created scene instance with auto factory: {0}", sceneKey);
return autoBehavior;
}
///
/// 初始化方法,在对象初始化时调用。
/// 获取并设置场景注册表实例。
///
protected override void OnInit()
{
_registry = this.GetUtility()!;
}
}