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- 将所有小写的命名空间导入更正为首字母大写格式 - 统一 GFramework 框架的命名空间引用规范 - 修复 core、ecs、godot 等模块的命名空间导入错误 - 标准化文档示例代码中的 using 语句格式 - 确保所有文档中的命名空间引用保持一致性 - 更新 global using 语句以匹配正确的命名空间格式
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
namespace GFramework.Game.Abstractions.Setting.Data;
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/// <summary>
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/// 图形设置类,用于管理游戏的图形相关配置
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/// </summary>
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public class GraphicsSettings : ISettingsData
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{
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/// <summary>
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/// 获取或设置是否启用全屏模式
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/// </summary>
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public bool Fullscreen { get; set; }
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/// <summary>
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/// 获取或设置屏幕分辨率宽度
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/// </summary>
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public int ResolutionWidth { get; set; } = 1920;
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/// <summary>
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/// 获取或设置屏幕分辨率高度
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/// </summary>
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public int ResolutionHeight { get; set; } = 1080;
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/// <summary>
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/// 重置图形设置为默认值
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/// </summary>
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public void Reset()
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{
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Fullscreen = false;
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ResolutionWidth = 1920;
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ResolutionHeight = 1080;
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}
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/// <summary>
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/// 获取或设置设置数据的版本号
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/// </summary>
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public int Version { get; private set; } = 1;
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/// <summary>
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/// 获取设置数据最后修改的时间
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/// </summary>
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public DateTime LastModified { get; } = DateTime.UtcNow;
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/// <summary>
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/// 从指定的数据源加载图形设置
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/// </summary>
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/// <param name="source">要从中加载设置的源数据对象</param>
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public void LoadFrom(ISettingsData source)
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{
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// 检查源数据是否为GraphicsSettings类型,如果不是则直接返回
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if (source is not GraphicsSettings settings) return;
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// 将源设置中的属性值复制到当前对象
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Fullscreen = settings.Fullscreen;
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ResolutionWidth = settings.ResolutionWidth;
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ResolutionHeight = settings.ResolutionHeight;
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Version = settings.Version;
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}
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} |