- 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
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架构设计模式指南
全面介绍 GFramework 中的架构设计模式,帮助你构建清晰、可维护、可扩展的游戏架构。
📋 目录
- 概述
- MVC 模式
- MVVM 模式
- 命令模式
- 查询模式
- 事件驱动模式
- 依赖注入模式
- 服务定位器模式
- 对象池模式
- 状态模式
- 设计原则
- 架构分层
- 依赖管理
- 事件系统设计
- 模块化架构
- 错误处理策略
- 测试策略
- 重构指南
- 模式选择与组合
- 常见问题
概述
架构设计模式是经过验证的解决方案,用于解决软件开发中的常见问题。GFramework 内置了多种设计模式,帮助你构建高质量的游戏应用。
为什么需要架构设计模式?
- 提高代码质量:遵循最佳实践,减少 bug
- 增强可维护性:清晰的结构,易于理解和修改
- 促进团队协作:统一的代码风格和架构
- 提升可扩展性:轻松添加新功能
- 简化测试:解耦的组件更容易测试
GFramework 支持的核心模式
| 模式 | 用途 | 核心组件 |
|---|---|---|
| MVC | 分离数据、视图和控制逻辑 | Model, Controller |
| MVVM | 数据绑定和响应式 UI | Model, BindableProperty |
| 命令模式 | 封装操作请求 | ICommand, CommandBus |
| 查询模式 | 分离读操作 | IQuery, QueryBus |
| 事件驱动 | 松耦合通信 | IEventBus, Event |
| 依赖注入 | 控制反转 | IIocContainer |
| 服务定位器 | 服务查找 | Architecture.GetSystem |
| 对象池 | 对象复用 | IObjectPoolSystem |
| 状态模式 | 状态管理 | IStateMachine |
MVC 模式
概念
MVC(Model-View-Controller)是一种将应用程序分为三个核心组件的架构模式:
- Model(模型):管理数据和业务逻辑
- View(视图):显示数据给用户
- Controller(控制器):处理用户输入,协调 Model 和 View
在 GFramework 中的实现
// Model - 数据层
public class PlayerModel : AbstractModel
{
public BindableProperty<int> Health { get; } = new(100);
public BindableProperty<int> Score { get; } = new(0);
public BindableProperty<string> Name { get; } = new("Player");
protected override void OnInit()
{
// 监听数据变化
Health.Register(newHealth =>
{
if (newHealth <= 0)
{
this.SendEvent(new PlayerDiedEvent());
}
});
}
}
// Controller - 控制层
[ContextAware]
public partial class PlayerController : Node, IController
{
private PlayerModel _playerModel;
public override void _Ready()
{
_playerModel = this.GetModel<PlayerModel>();
// 监听数据变化,更新视图
_playerModel.Health.Register(UpdateHealthUI);
_playerModel.Score.Register(UpdateScoreUI);
}
// 处理用户输入
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.Space)
{
// 发送命令修改 Model
this.SendCommand(new AttackCommand());
}
}
}
// 更新视图
private void UpdateHealthUI(int health)
{
var healthBar = GetNode<ProgressBar>("HealthBar");
healthBar.Value = health;
}
private void UpdateScoreUI(int score)
{
var scoreLabel = GetNode<Label>("ScoreLabel");
scoreLabel.Text = $"Score: {score}";
}
}
// System - 业务逻辑层(可选)
public class CombatSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<AttackCommand>(OnAttack);
}
private void OnAttack(AttackCommand cmd)
{
var playerModel = this.GetModel<PlayerModel>();
var enemyModel = this.GetModel<EnemyModel>();
// 计算伤害
int damage = CalculateDamage(playerModel, enemyModel);
enemyModel.Health.Value -= damage;
// 增加分数
if (enemyModel.Health.Value <= 0)
{
playerModel.Score.Value += 100;
}
}
private int CalculateDamage(PlayerModel player, EnemyModel enemy)
{
return 10; // 简化示例
}
}
MVC 优势
- ✅ 职责分离:Model、View、Controller 各司其职
- ✅ 易于测试:可以独立测试每个组件
- ✅ 可维护性高:修改一个组件不影响其他组件
- ✅ 支持多视图:同一个 Model 可以有多个 View
最佳实践
- Model 只负责数据:不包含 UI 逻辑
- Controller 协调交互:不直接操作 UI 细节
- View 只负责显示:不包含业务逻辑
- 使用事件通信:Model 变化通过事件通知 Controller
MVVM 模式
概念
MVVM(Model-View-ViewModel)是 MVC 的变体,强调数据绑定和响应式编程:
- Model:数据和业务逻辑
- View:用户界面
- ViewModel:View 的抽象,提供数据绑定
在 GFramework 中的实现
// Model - 数据层
public class GameModel : AbstractModel
{
public BindableProperty<int> CurrentLevel { get; } = new(1);
public BindableProperty<float> Progress { get; } = new(0f);
public BindableProperty<bool> IsLoading { get; } = new(false);
protected override void OnInit()
{
Progress.Register(progress =>
{
if (progress >= 1.0f)
{
this.SendEvent(new LevelCompletedEvent());
}
});
}
}
// ViewModel - 视图模型(在 GFramework 中,Model 本身就是 ViewModel)
public class PlayerViewModel : AbstractModel
{
private PlayerModel _playerModel;
// 计算属性
public BindableProperty<string> HealthText { get; } = new("");
public BindableProperty<float> HealthPercentage { get; } = new(1.0f);
public BindableProperty<bool> IsAlive { get; } = new(true);
protected override void OnInit()
{
_playerModel = this.GetModel<PlayerModel>();
// 绑定数据转换
_playerModel.Health.Register(health =>
{
HealthText.Value = $"{health} / {_playerModel.MaxHealth.Value}";
HealthPercentage.Value = (float)health / _playerModel.MaxHealth.Value;
IsAlive.Value = health > 0;
});
}
}
// View - 视图层
[ContextAware]
public partial class PlayerView : Control, IController
{
private PlayerViewModel _viewModel;
private Label _healthLabel;
private ProgressBar _healthBar;
private Panel _deathPanel;
public override void _Ready()
{
_viewModel = this.GetModel<PlayerViewModel>();
_healthLabel = GetNode<Label>("HealthLabel");
_healthBar = GetNode<ProgressBar>("HealthBar");
_deathPanel = GetNode<Panel>("DeathPanel");
// 数据绑定
_viewModel.HealthText.Register(text => _healthLabel.Text = text);
_viewModel.HealthPercentage.Register(pct => _healthBar.Value = pct * 100);
_viewModel.IsAlive.Register(alive => _deathPanel.Visible = !alive);
}
}
MVVM 优势
- ✅ 自动更新 UI:数据变化自动反映到界面
- ✅ 减少样板代码:不需要手动更新 UI
- ✅ 易于测试:ViewModel 可以独立测试
- ✅ 支持复杂 UI:适合数据驱动的界面
最佳实践
- 使用 BindableProperty:实现响应式数据
- ViewModel 不依赖 View:保持单向依赖
- 计算属性放在 ViewModel:如百分比、格式化文本
- 避免在 View 中写业务逻辑:只负责数据绑定
命令模式
概念
命令模式将请求封装为对象,从而支持参数化、队列化、日志记录和撤销操作。
在 GFramework 中的实现
// 定义命令输入
public class BuyItemInput : ICommandInput
{
public string ItemId { get; set; }
public int Quantity { get; set; }
}
// 实现命令
public class BuyItemCommand : AbstractCommand<BuyItemInput>
{
protected override void OnExecute(BuyItemInput input)
{
var playerModel = this.GetModel<PlayerModel>();
var inventoryModel = this.GetModel<InventoryModel>();
var shopModel = this.GetModel<ShopModel>();
// 获取物品信息
var item = shopModel.GetItem(input.ItemId);
var totalCost = item.Price * input.Quantity;
// 检查金币
if (playerModel.Gold.Value < totalCost)
{
this.SendEvent(new InsufficientGoldEvent());
return;
}
// 扣除金币
playerModel.Gold.Value -= totalCost;
// 添加物品
inventoryModel.AddItem(input.ItemId, input.Quantity);
// 发送事件
this.SendEvent(new ItemPurchasedEvent
{
ItemId = input.ItemId,
Quantity = input.Quantity,
Cost = totalCost
});
}
}
// 使用命令
[ContextAware]
public partial class ShopController : IController
{
public void OnBuyButtonClicked(string itemId, int quantity)
{
// 创建并发送命令
var input = new BuyItemInput
{
ItemId = itemId,
Quantity = quantity
};
this.SendCommand(new BuyItemCommand { Input = input });
}
}
支持撤销的命令
public interface IUndoableCommand : ICommand
{
void Undo();
}
public class MoveCommand : AbstractCommand, IUndoableCommand
{
private Vector2 _previousPosition;
private Vector2 _newPosition;
public MoveCommand(Vector2 newPosition)
{
_newPosition = newPosition;
}
protected override void OnExecute()
{
var playerModel = this.GetModel<PlayerModel>();
_previousPosition = playerModel.Position.Value;
playerModel.Position.Value = _newPosition;
}
public void Undo()
{
var playerModel = this.GetModel<PlayerModel>();
playerModel.Position.Value = _previousPosition;
}
}
// 命令历史管理器
public class CommandHistory
{
private readonly Stack<IUndoableCommand> _history = new();
public void Execute(IUndoableCommand command)
{
command.Execute();
_history.Push(command);
}
public void Undo()
{
if (_history.Count > 0)
{
var command = _history.Pop();
command.Undo();
}
}
}
命令模式优势
- ✅ 解耦发送者和接收者:调用者不需要知道实现细节
- ✅ 支持撤销/重做:保存命令历史
- ✅ 支持队列和日志:可以记录所有操作
- ✅ 易于扩展:添加新命令不影响现有代码
最佳实践
- 命令保持原子性:一个命令完成一个完整操作
- 使用输入对象传参:避免构造函数参数过多
- 命令无状态:执行完即可丢弃
- 发送事件通知结果:而不是返回值
查询模式
概念
查询模式(CQRS 的一部分)将读操作与写操作分离,查询只读取数据,不修改状态。
在 GFramework 中的实现
// 定义查询输入
public class GetPlayerStatsInput : IQueryInput
{
public string PlayerId { get; set; }
}
// 定义查询结果
public class PlayerStats
{
public int Level { get; set; }
public int Health { get; set; }
public int MaxHealth { get; set; }
public int Attack { get; set; }
public int Defense { get; set; }
public int TotalPower { get; set; }
}
// 实现查询
public class GetPlayerStatsQuery : AbstractQuery<GetPlayerStatsInput, PlayerStats>
{
protected override PlayerStats OnDo(GetPlayerStatsInput input)
{
var playerModel = this.GetModel<PlayerModel>();
var equipmentModel = this.GetModel<EquipmentModel>();
// 计算总战力
int basePower = playerModel.Level.Value * 10;
int equipmentPower = equipmentModel.GetTotalPower();
return new PlayerStats
{
Level = playerModel.Level.Value,
Health = playerModel.Health.Value,
MaxHealth = playerModel.MaxHealth.Value,
Attack = playerModel.Attack.Value + equipmentModel.GetAttackBonus(),
Defense = playerModel.Defense.Value + equipmentModel.GetDefenseBonus(),
TotalPower = basePower + equipmentPower
};
}
}
// 使用查询
[ContextAware]
public partial class CharacterPanelController : IController
{
public void ShowCharacterStats()
{
var input = new GetPlayerStatsInput { PlayerId = "player1" };
var query = new GetPlayerStatsQuery { Input = input };
var stats = this.SendQuery(query);
// 显示统计信息
DisplayStats(stats);
}
private void DisplayStats(PlayerStats stats)
{
Console.WriteLine($"Level: {stats.Level}");
Console.WriteLine($"Health: {stats.Health}/{stats.MaxHealth}");
Console.WriteLine($"Attack: {stats.Attack}");
Console.WriteLine($"Defense: {stats.Defense}");
Console.WriteLine($"Total Power: {stats.TotalPower}");
}
}
复杂查询示例
// 查询背包中可装备的物品
public class GetEquippableItemsQuery : AbstractQuery<EmptyQueryInput, List<Item>>
{
protected override List<Item> OnDo(EmptyQueryInput input)
{
var inventoryModel = this.GetModel<InventoryModel>();
var playerModel = this.GetModel<PlayerModel>();
return inventoryModel.GetAllItems()
.Where(item => item.Type == ItemType.Equipment)
.Where(item => item.RequiredLevel <= playerModel.Level.Value)
.OrderByDescending(item => item.Power)
.ToList();
}
}
// 组合查询
public class CanUseSkillQuery : AbstractQuery<CanUseSkillInput, bool>
{
protected override bool OnDo(CanUseSkillInput input)
{
var playerModel = this.GetModel<PlayerModel>();
// 查询技能消耗
var costQuery = new GetSkillCostQuery { Input = new GetSkillCostInput { SkillId = input.SkillId } };
var cost = this.SendQuery(costQuery);
// 查询冷却状态
var cooldownQuery = new IsSkillOnCooldownQuery { Input = new IsSkillOnCooldownInput { SkillId = input.SkillId } };
var onCooldown = this.SendQuery(cooldownQuery);
// 综合判断
return playerModel.Mana.Value >= cost.ManaCost
&& !onCooldown
&& playerModel.Health.Value > 0;
}
}
查询模式优势
- ✅ 职责分离:读写操作明确分离
- ✅ 易于优化:可以针对查询进行缓存优化
- ✅ 提高可读性:查询意图清晰
- ✅ 支持复杂查询:可以组合多个简单查询
最佳实践
- 查询只读取,不修改:保持查询的纯粹性
- 使用清晰的命名:Get、Is、Can、Has 等前缀
- 避免过度查询:频繁查询考虑使用 BindableProperty
- 合理使用缓存:复杂计算结果可以缓存
事件驱动模式
概念
事件驱动模式通过事件实现组件间的松耦合通信。发送者不需要知道接收者,接收者通过订阅事件来响应变化。
在 GFramework 中的实现
// 定义事件
public struct PlayerDiedEvent
{
public Vector3 Position { get; set; }
public string Cause { get; set; }
public int FinalScore { get; set; }
}
public struct EnemyKilledEvent
{
public string EnemyId { get; set; }
public int Reward { get; set; }
}
// Model 发送事件
public class PlayerModel : AbstractModel
{
public BindableProperty<int> Health { get; } = new(100);
public BindableProperty<Vector3> Position { get; } = new(Vector3.Zero);
protected override void OnInit()
{
Health.Register(newHealth =>
{
if (newHealth <= 0)
{
// 发送玩家死亡事件
this.SendEvent(new PlayerDiedEvent
{
Position = Position.Value,
Cause = "Health depleted",
FinalScore = this.GetModel<GameModel>().Score.Value
});
}
});
}
}
// System 监听和发送事件
public class AchievementSystem : AbstractSystem
{
private int _enemyKillCount = 0;
protected override void OnInit()
{
// 监听敌人被杀事件
this.RegisterEvent<EnemyKilledEvent>(OnEnemyKilled);
// 监听玩家死亡事件
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnEnemyKilled(EnemyKilledEvent e)
{
_enemyKillCount++;
// 检查成就条件
if (_enemyKillCount == 10)
{
this.SendEvent(new AchievementUnlockedEvent
{
AchievementId = "first_blood_10",
Title = "新手猎人",
Description = "击败10个敌人"
});
}
}
private void OnPlayerDied(PlayerDiedEvent e)
{
// 记录统计数据
var statsModel = this.GetModel<StatisticsModel>();
statsModel.RecordDeath(e.Position, e.Cause);
}
}
// Controller 监听事件
[ContextAware]
public partial class UIController : IController
{
private IUnRegisterList _unregisterList = new UnRegisterList();
public void Initialize()
{
// 监听成就解锁事件
this.RegisterEvent<AchievementUnlockedEvent>(OnAchievementUnlocked)
.AddToUnregisterList(_unregisterList);
// 监听玩家死亡事件
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied)
.AddToUnregisterList(_unregisterList);
}
private void OnAchievementUnlocked(AchievementUnlockedEvent e)
{
ShowAchievementNotification(e.Title, e.Description);
}
private void OnPlayerDied(PlayerDiedEvent e)
{
ShowGameOverScreen(e.FinalScore);
}
public void Cleanup()
{
_unregisterList.UnRegisterAll();
}
}
事件组合
using GFramework.SourceGenerators.Abstractions.Rule;
// 使用 OrEvent 组合多个事件
[ContextAware]
public partial class InputController : IController
{
public void Initialize()
{
var onAnyInput = new OrEvent()
.Or(keyboardEvent)
.Or(mouseEvent)
.Or(gamepadEvent);
onAnyInput.Register(() =>
{
ResetIdleTimer();
});
}
}
事件驱动模式优势
- ✅ 松耦合:发送者和接收者互不依赖
- ✅ 一对多通信:一个事件可以有多个监听者
- ✅ 易于扩展:添加新监听者不影响现有代码
- ✅ 支持异步:事件可以异步处理
最佳实践
- 事件命名使用过去式:PlayerDiedEvent、LevelCompletedEvent
- 事件使用结构体:减少内存分配
- 及时注销事件:使用 IUnRegisterList 管理
- 避免事件循环:事件处理器中谨慎发送新事件
依赖注入模式
概念
依赖注入(DI)是一种实现控制反转(IoC)的技术,通过外部注入依赖而不是在类内部创建。
在 GFramework 中的实现
// 定义接口
public interface IStorageService
{
Task SaveAsync<T>(string key, T data);
Task<T> LoadAsync<T>(string key);
}
public interface IAudioService
{
void PlaySound(string soundId);
void PlayMusic(string musicId);
}
// 实现服务
public class LocalStorageService : IStorageService
{
public async Task SaveAsync<T>(string key, T data)
{
var json = JsonSerializer.Serialize(data);
await File.WriteAllTextAsync($"saves/{key}.json", json);
}
public async Task<T> LoadAsync<T>(string key)
{
var json = await File.ReadAllTextAsync($"saves/{key}.json");
return JsonSerializer.Deserialize<T>(json);
}
}
public class GodotAudioService : IAudioService
{
private AudioStreamPlayer _soundPlayer;
private AudioStreamPlayer _musicPlayer;
public void PlaySound(string soundId)
{
var sound = GD.Load<AudioStream>($"res://sounds/{soundId}.ogg");
_soundPlayer.Stream = sound;
_soundPlayer.Play();
}
public void PlayMusic(string musicId)
{
var music = GD.Load<AudioStream>($"res://music/{musicId}.ogg");
_musicPlayer.Stream = music;
_musicPlayer.Play();
}
}
// 在架构中注册服务
public class GameArchitecture : Architecture
{
protected override void Init()
{
// 注册服务实现
RegisterUtility<IStorageService>(new LocalStorageService());
RegisterUtility<IAudioService>(new GodotAudioService());
// 注册 System(System 会自动获取依赖)
RegisterSystem(new SaveSystem());
RegisterSystem(new AudioSystem());
}
}
// System 使用依赖注入
public class SaveSystem : AbstractSystem
{
private IStorageService _storageService;
protected override void OnInit()
{
// 从容器获取依赖
_storageService = this.GetUtility<IStorageService>();
this.RegisterEvent<SaveGameEvent>(OnSaveGame);
}
private async void OnSaveGame(SaveGameEvent e)
{
var playerModel = this.GetModel<PlayerModel>();
var saveData = new SaveData
{
PlayerName = playerModel.Name.Value,
Level = playerModel.Level.Value,
Health = playerModel.Health.Value
};
await _storageService.SaveAsync("current_save", saveData);
}
}
构造函数注入(推荐)
public class SaveSystem : AbstractSystem
{
private readonly IStorageService _storageService;
private readonly IAudioService _audioService;
// 通过构造函数注入依赖
public SaveSystem(IStorageService storageService, IAudioService audioService)
{
_storageService = storageService;
_audioService = audioService;
}
protected override void OnInit()
{
this.RegisterEvent<SaveGameEvent>(OnSaveGame);
}
private async void OnSaveGame(SaveGameEvent e)
{
await _storageService.SaveAsync("save", e.Data);
_audioService.PlaySound("save_success");
}
}
// 注册时传入依赖
public class GameArchitecture : Architecture
{
protected override void Init()
{
var storageService = new LocalStorageService();
var audioService = new GodotAudioService();
RegisterUtility<IStorageService>(storageService);
RegisterUtility<IAudioService>(audioService);
// 构造函数注入
RegisterSystem(new SaveSystem(storageService, audioService));
}
}
依赖注入优势
- ✅ 易于测试:可以注入模拟对象
- ✅ 松耦合:依赖接口而非实现
- ✅ 灵活配置:运行时选择实现
- ✅ 提高可维护性:依赖关系清晰
最佳实践
- 依赖接口而非实现:使用 IStorageService 而非 LocalStorageService
- 优先使用构造函数注入:依赖关系更明确
- 避免循环依赖:System 不应相互依赖
- 使用 IoC 容器管理生命周期:让框架管理对象创建
服务定位器模式
概念
服务定位器模式提供一个全局访问点来获取服务,是依赖注入的替代方案。
在 GFramework 中的实现
// GFramework 的 Architecture 本身就是服务定位器
public class GameplaySystem : AbstractSystem
{
protected override void OnInit()
{
// 通过服务定位器获取服务
var playerModel = this.GetModel<PlayerModel>();
var audioSystem = this.GetSystem<AudioSystem>();
var storageUtility = this.GetUtility<IStorageUtility>();
// 使用服务
playerModel.Health.Value = 100;
audioSystem.PlayBGM("gameplay");
}
}
// 在 Controller 中使用
[ContextAware]
public partial class MenuController : IController
{
public void OnStartButtonClicked()
{
// 通过架构获取服务
var gameModel = this.GetModel<GameModel>();
gameModel.GameState.Value = GameState.Playing;
// 发送命令
this.SendCommand(new StartGameCommand());
}
}
自定义服务定位器
// 创建专门的服务定位器
public static class ServiceLocator
{
private static readonly Dictionary<Type, object> _services = new();
public static void Register<T>(T service)
{
_services[typeof(T)] = service;
}
public static T Get<T>()
{
if (_services.TryGetValue(typeof(T), out var service))
{
return (T)service;
}
throw new InvalidOperationException($"Service {typeof(T)} not registered");
}
public static void Clear()
{
_services.Clear();
}
}
// 使用自定义服务定位器
public class GameInitializer
{
public void Initialize()
{
// 注册服务
ServiceLocator.Register<IAnalyticsService>(new AnalyticsService());
ServiceLocator.Register<ILeaderboardService>(new LeaderboardService());
}
}
public class GameOverScreen
{
public void SubmitScore(int score)
{
// 获取服务
var leaderboard = ServiceLocator.Get<ILeaderboardService>();
leaderboard.SubmitScore(score);
var analytics = ServiceLocator.Get<IAnalyticsService>();
analytics.TrackEvent("game_over", new { score });
}
}
服务定位器 vs 依赖注入
| 特性 | 服务定位器 | 依赖注入 |
|---|---|---|
| 依赖可见性 | 隐式(运行时获取) | 显式(构造函数参数) |
| 易用性 | 简单直接 | 需要配置 |
| 测试性 | 较难(需要模拟全局状态) | 容易(注入模拟对象) |
| 编译时检查 | 无 | 有 |
| 适用场景 | 快速原型、小项目 | 大型项目、团队协作 |
最佳实践
- 小项目使用服务定位器:简单直接
- 大项目使用依赖注入:更易维护
- 避免过度使用:不要把所有东西都放入定位器
- 提供清晰的 API:GetModel、GetSystem、GetUtility
对象池模式
概念
对象池模式通过复用对象来减少内存分配和垃圾回收,提高性能。
在 GFramework 中的实现
// 定义可池化对象
public class Bullet : Node2D, IPoolableNode
{
public bool IsInPool { get; set; }
public void OnSpawn()
{
// 从池中取出时调用
Visible = true;
IsInPool = false;
}
public void OnRecycle()
{
// 回收到池中时调用
Visible = false;
IsInPool = true;
Position = Vector2.Zero;
Rotation = 0;
}
}
// 创建对象池系统
public class BulletPoolSystem : AbstractNodePoolSystem<Bullet>
{
protected override Bullet CreateInstance()
{
var bullet = new Bullet();
// 初始化子弹
return bullet;
}
protected override void OnInit()
{
// 预创建对象
PrewarmPool(50);
}
}
// 使用对象池
public class WeaponSystem : AbstractSystem
{
private BulletPoolSystem _bulletPool;
protected override void OnInit()
{
_bulletPool = this.GetSystem<BulletPoolSystem>();
this.RegisterEvent<FireWeaponEvent>(OnFireWeapon);
}
private void OnFireWeapon(FireWeaponEvent e)
{
// 从池中获取子弹
var bullet = _bulletPool.Spawn();
bullet.Position = e.Position;
bullet.Rotation = e.Direction;
// 3秒后回收
ScheduleRecycle(bullet, 3.0f);
}
private async void ScheduleRecycle(Bullet bullet, float delay)
{
await Task.Delay((int)(delay * 1000));
_bulletPool.Recycle(bullet);
}
}
通用对象池
// 通用对象池实现
public class ObjectPool<T> where T : class, new()
{
private readonly Stack<T> _pool = new();
private readonly Action<T> _onSpawn;
private readonly Action<T> _onRecycle;
private readonly int _maxSize;
public ObjectPool(int initialSize = 10, int maxSize = 100,
Action<T> onSpawn = null, Action<T> onRecycle = null)
{
_maxSize = maxSize;
_onSpawn = onSpawn;
_onRecycle = onRecycle;
// 预创建对象
for (int i = 0; i < initialSize; i++)
{
_pool.Push(new T());
}
}
public T Spawn()
{
T obj = _pool.Count > 0 ? _pool.Pop() : new T();
_onSpawn?.Invoke(obj);
return obj;
}
public void Recycle(T obj)
{
if (_pool.Count < _maxSize)
{
_onRecycle?.Invoke(obj);
_pool.Push(obj);
}
}
public void Clear()
{
_pool.Clear();
}
}
// 使用通用对象池
public class ParticleSystem : AbstractSystem
{
private ObjectPool<Particle> _particlePool;
protected override void OnInit()
{
_particlePool = new ObjectPool<Particle>(
initialSize: 100,
maxSize: 500,
onSpawn: p => p.Reset(),
onRecycle: p => p.Clear()
);
}
public void EmitParticles(Vector3 position, int count)
{
for (int i = 0; i < count; i++)
{
var particle = _particlePool.Spawn();
particle.Position = position;
particle.Velocity = GetRandomVelocity();
}
}
}
对象池优势
- ✅ 减少 GC 压力:复用对象,减少内存分配
- ✅ 提高性能:避免频繁创建销毁对象
- ✅ 稳定帧率:减少 GC 导致的卡顿
- ✅ 适合高频对象:子弹、粒子、特效等
最佳实践
- 预热池:提前创建对象避免运行时分配
- 设置最大容量:防止池无限增长
- 重置对象状态:OnRecycle 中清理状态
- 监控池使用情况:记录 Spawn/Recycle 次数
状态模式
概念
状态模式允许对象在内部状态改变时改变其行为,将状态相关的行为封装到独立的状态类中。
在 GFramework 中的实现
// 定义游戏状态
public class MenuState : ContextAwareStateBase
{
public override void OnEnter(IState from)
{
Console.WriteLine("进入菜单状态");
// 显示菜单 UI
var uiSystem = this.GetSystem<UISystem>();
uiSystem.ShowMenu();
// 播放菜单音乐
var audioSystem = this.GetSystem<AudioSystem>();
audioSystem.PlayBGM("menu_theme");
}
public override void OnExit(IState to)
{
Console.WriteLine("退出菜单状态");
// 隐藏菜单 UI
var uiSystem = this.GetSystem<UISystem>();
uiSystem.HideMenu();
}
public override bool CanTransitionTo(IState target)
{
// 菜单可以转换到游戏或设置状态
return target is GameplayState or SettingsState;
}
}
public class GameplayState : ContextAwareStateBase
{
public override void OnEnter(IState from)
{
Console.WriteLine("进入游戏状态");
// 初始化游戏
var gameModel = this.GetModel<GameModel>();
gameModel.Reset();
// 加载关卡
this.SendCommand(new LoadLevelCommand { LevelId = 1 });
// 播放游戏音乐
var audioSystem = this.GetSystem<AudioSystem>();
audioSystem.PlayBGM("gameplay_theme");
}
public override void OnExit(IState to)
{
Console.WriteLine("退出游戏状态");
// 保存游戏进度
this.SendCommand(new SaveGameCommand());
}
public override bool CanTransitionTo(IState target)
{
// 游戏中可以暂停或结束
return target is PauseState or GameOverState;
}
}
public class PauseState : ContextAwareStateBase
{
public override void OnEnter(IState from)
{
Console.WriteLine("进入暂停状态");
// 暂停游戏
var timeSystem = this.GetSystem<TimeSystem>();
timeSystem.Pause();
// 显示暂停菜单
var uiSystem = this.GetSystem<UISystem>();
uiSystem.ShowPauseMenu();
}
public override void OnExit(IState to)
{
Console.WriteLine("退出暂停状态");
// 恢复游戏
var timeSystem = this.GetSystem<TimeSystem>();
timeSystem.Resume();
// 隐藏暂停菜单
var uiSystem = this.GetSystem<UISystem>();
uiSystem.HidePauseMenu();
}
public override bool CanTransitionTo(IState target)
{
// 暂停只能返回游戏或退出到菜单
return target is GameplayState or MenuState;
}
}
// 注册状态机
public class GameArchitecture : Architecture
{
protected override void Init()
{
// 创建状态机系统
var stateMachine = new StateMachineSystem();
// 注册所有状态
stateMachine
.Register(new MenuState())
.Register(new GameplayState())
.Register(new PauseState())
.Register(new GameOverState())
.Register(new SettingsState());
RegisterSystem<IStateMachineSystem>(stateMachine);
}
}
// 使用状态机
[ContextAware]
public partial class GameController : IController
{
public async Task StartGame()
{
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
public async Task PauseGame()
{
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<PauseState>();
}
public async Task ResumeGame()
{
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
}
异步状态
public class LoadingState : AsyncContextAwareStateBase
{
public override async Task OnEnterAsync(IState from)
{
Console.WriteLine("开始加载...");
// 显示加载界面
var uiSystem = this.GetSystem<UISystem>();
uiSystem.ShowLoadingScreen();
// 异步加载资源
await LoadResourcesAsync();
Console.WriteLine("加载完成");
// 自动切换到游戏状态
var stateMachine = this.GetSystem<IStateMachineSystem>();
await stateMachine.ChangeToAsync<GameplayState>();
}
private async Task LoadResourcesAsync()
{
// 模拟异步加载
await Task.Delay(2000);
}
public override async Task OnExitAsync(IState to)
{
// 隐藏加载界面
var uiSystem = this.GetSystem<UISystem>();
uiSystem.HideLoadingScreen();
await Task.CompletedTask;
}
}
状态模式优势
- ✅ 清晰的状态管理:每个状态独立封装
- ✅ 易于扩展:添加新状态不影响现有代码
- ✅ 状态转换验证:CanTransitionTo 控制合法转换
- ✅ 支持异步操作:异步状态处理加载等操作
最佳实践
- 状态保持单一职责:每个状态只负责一个场景
- 使用转换验证:防止非法状态转换
- 在 OnEnter 初始化,OnExit 清理:保持状态独立
- 异步操作使用异步状态:避免阻塞主线程
设计原则
1. 单一职责原则 (SRP)
确保每个类只负责一个功能领域:
// ✅ 好的做法:职责单一
public class PlayerMovementController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput);
}
private void OnPlayerInput(PlayerInputEvent e)
{
// 只负责移动逻辑
ProcessMovement(e.Direction);
}
private void ProcessMovement(Vector2 direction)
{
// 移动相关的业务逻辑
}
}
public class PlayerCombatController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<AttackInputEvent>(OnAttackInput);
}
private void OnAttackInput(AttackInputEvent e)
{
// 只负责战斗逻辑
ProcessAttack(e.Target);
}
private void ProcessAttack(Entity target)
{
// 战斗相关的业务逻辑
}
}
// ❌ 避免:职责混乱
public class PlayerController : AbstractSystem
{
private void OnPlayerInput(PlayerInputEvent e)
{
// 移动逻辑
ProcessMovement(e.Direction);
// 战斗逻辑
if (e.IsAttacking)
{
ProcessAttack(e.Target);
}
// UI逻辑
UpdateHealthBar();
// 音效逻辑
PlaySoundEffect();
// 存档逻辑
SaveGame();
// 职责太多,难以维护
}
}
2. 开闭原则 (OCP)
设计应该对扩展开放,对修改封闭:
// ✅ 好的做法:使用接口和策略模式
public interface IWeaponStrategy
{
void Attack(Entity attacker, Entity target);
int CalculateDamage(Entity attacker, Entity target);
}
public class SwordWeaponStrategy : IWeaponStrategy
{
public void Attack(Entity attacker, Entity target)
{
var damage = CalculateDamage(attacker, target);
target.TakeDamage(damage);
PlaySwingAnimation();
}
public int CalculateDamage(Entity attacker, Entity target)
{
return attacker.Strength + GetSwordBonus() - target.Armor;
}
}
public class MagicWeaponStrategy : IWeaponStrategy
{
public void Attack(Entity attacker, Entity target)
{
var damage = CalculateDamage(attacker, target);
target.TakeDamage(damage);
CastMagicEffect();
}
public int CalculateDamage(Entity attacker, Entity target)
{
return attacker.Intelligence * 2 + GetMagicBonus() - target.MagicResistance;
}
}
public class CombatSystem : AbstractSystem
{
private readonly Dictionary<WeaponType, IWeaponStrategy> _weaponStrategies;
public CombatSystem()
{
_weaponStrategies = new()
{
{ WeaponType.Sword, new SwordWeaponStrategy() },
{ WeaponType.Magic, new MagicWeaponStrategy() }
};
}
public void Attack(Entity attacker, Entity target)
{
var weaponType = attacker.EquippedWeapon.Type;
if (_weaponStrategies.TryGetValue(weaponType, out var strategy))
{
strategy.Attack(attacker, target);
}
}
// 添加新武器类型时,只需要添加新的策略,不需要修改现有代码
public void RegisterWeaponStrategy(WeaponType type, IWeaponStrategy strategy)
{
_weaponStrategies[type] = strategy;
}
}
// ❌ 避免:需要修改现有代码来扩展
public class CombatSystem : AbstractSystem
{
public void Attack(Entity attacker, Entity target)
{
var weaponType = attacker.EquippedWeapon.Type;
switch (weaponType)
{
case WeaponType.Sword:
// 剑的攻击逻辑
break;
case WeaponType.Bow:
// 弓的攻击逻辑
break;
default:
throw new NotSupportedException($"Weapon type {weaponType} not supported");
}
// 添加新武器类型时需要修改这里的 switch 语句
}
}
3. 依赖倒置原则 (DIP)
高层模块不应该依赖低层模块,两者都应该依赖抽象:
// ✅ 好的做法:依赖抽象
public interface IDataStorage
{
Task SaveAsync<T>(string key, T data);
Task<T> LoadAsync<T>(string key, T defaultValue = default);
Task<bool> ExistsAsync(string key);
}
public class FileStorage : IDataStorage
{
public async Task SaveAsync<T>(string key, T data)
{
var json = JsonConvert.SerializeObject(data);
await File.WriteAllTextAsync(GetFilePath(key), json);
}
public async Task<T> LoadAsync<T>(string key, T defaultValue = default)
{
var filePath = GetFilePath(key);
if (!File.Exists(filePath))
return defaultValue;
var json = await File.ReadAllTextAsync(filePath);
return JsonConvert.DeserializeObject<T>(json);
}
public async Task<bool> ExistsAsync(string key)
{
return File.Exists(GetFilePath(key));
}
private string GetFilePath(string key)
{
return $"saves/{key}.json";
}
}
public class CloudStorage : IDataStorage
{
public async Task SaveAsync<T>(string key, T data)
{
// 云存储实现
await UploadToCloud(key, data);
}
public async Task<T> LoadAsync<T>(string key, T defaultValue = default)
{
// 云存储实现
return await DownloadFromCloud<T>(key, defaultValue);
}
public async Task<bool> ExistsAsync(string key)
{
// 云存储实现
return await CheckCloudExists(key);
}
}
// 高层模块依赖抽象
public class SaveSystem : AbstractSystem
{
private readonly IDataStorage _storage;
public SaveSystem(IDataStorage storage)
{
_storage = storage;
}
public async Task SaveGameAsync(SaveData data)
{
await _storage.SaveAsync("current_save", data);
}
public async Task<SaveData> LoadGameAsync()
{
return await _storage.LoadAsync<SaveData>("current_save");
}
}
// ❌ 避免:依赖具体实现
public class SaveSystem : AbstractSystem
{
private readonly FileStorage _storage; // 直接依赖具体实现
public SaveSystem()
{
_storage = new FileStorage(); // 硬编码依赖
}
// 无法轻松切换到其他存储方式
}
架构分层
1. 清晰的层次结构
// ✅ 好的做法:清晰的分层架构
namespace Game.Models
{
// 数据层:只负责存储状态
public class PlayerModel : AbstractModel
{
public BindableProperty<int> Health { get; } = new(100);
public BindableProperty<int> MaxHealth { get; } = new(100);
public BindableProperty<Vector2> Position { get; } = new(Vector2.Zero);
public BindableProperty<PlayerState> State { get; } = new(PlayerState.Idle);
protected override void OnInit()
{
// 只处理数据相关的逻辑
Health.Register(OnHealthChanged);
}
private void OnHealthChanged(int newHealth)
{
if (newHealth <= 0)
{
State.Value = PlayerState.Dead;
SendEvent(new PlayerDeathEvent());
}
}
}
public enum PlayerState
{
Idle,
Moving,
Attacking,
Dead
}
}
namespace Game.Systems
{
// 业务逻辑层:处理游戏逻辑
public class PlayerMovementSystem : AbstractSystem
{
private PlayerModel _playerModel;
private GameModel _gameModel;
protected override void OnInit()
{
_playerModel = GetModel<PlayerModel>();
_gameModel = GetModel<GameModel>();
this.RegisterEvent<PlayerInputEvent>(OnPlayerInput);
}
private void OnPlayerInput(PlayerInputEvent e)
{
if (_gameModel.State.Value != GameState.Playing)
return;
if (_playerModel.State.Value == PlayerState.Dead)
return;
// 处理移动逻辑
ProcessMovement(e.Direction);
}
private void ProcessMovement(Vector2 direction)
{
if (direction != Vector2.Zero)
{
_playerModel.Position.Value += direction.Normalized() * GetMovementSpeed();
_playerModel.State.Value = PlayerState.Moving;
SendEvent(new PlayerMovedEvent {
NewPosition = _playerModel.Position.Value,
Direction = direction
});
}
else
{
_playerModel.State.Value = PlayerState.Idle;
}
}
private float GetMovementSpeed()
{
// 从玩家属性或其他地方获取速度
return 5.0f;
}
}
}
namespace Game.Controllers
{
// 控制层:连接用户输入和业务逻辑
[ContextAware]
public partial class PlayerController : Node, IController
{
private PlayerModel _playerModel;
public override void _Ready()
{
_playerModel = this.GetModel<PlayerModel>();
// 监听用户输入
SetProcessInput(true);
// 监听数据变化,更新UI
_playerModel.Health.Register(UpdateHealthUI);
_playerModel.Position.Register(UpdatePosition);
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetInputDirection(keyEvent);
this.SendEvent(new PlayerInputEvent { Direction = direction });
}
}
private void UpdateHealthUI(int health)
{
// 更新UI显示
var healthBar = GetNode<ProgressBar>("UI/HealthBar");
healthBar.Value = (float)health / _playerModel.MaxHealth.Value * 100;
}
private void UpdatePosition(Vector2 position)
{
// 更新玩家位置
Position = position;
}
private Vector2 GetInputDirection(InputEventKey keyEvent)
{
return keyEvent.Keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
}
2. 避免层次混乱
// ❌ 避免:层次混乱
public class PlayerController : Node, IController
{
// 混合了数据层、业务逻辑层和控制层的职责
public BindableProperty<int> Health { get; } = new(100); // 数据层职责
public override void _Input(InputEvent @event) // 控制层职责
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
if (keyEvent.Keycode == Key.W)
{
Position += Vector2.Up * MovementSpeed; // 业务逻辑层职责
}
if (keyEvent.Keycode == Key.Space)
{
Health -= 10; // 业务逻辑层职责
PlaySoundEffect(); // 业务逻辑层职责
}
}
}
// 这样会导致代码难以测试和维护
}
依赖管理
1. 构造函数注入
// ✅ 好的做法:构造函数注入
public class PlayerCombatSystem : AbstractSystem
{
private readonly PlayerModel _playerModel;
private readonly IWeaponService _weaponService;
private readonly ISoundService _soundService;
private readonly IEffectService _effectService;
// 通过构造函数注入依赖
public PlayerCombatSystem(
PlayerModel playerModel,
IWeaponService weaponService,
ISoundService soundService,
IEffectService effectService)
{
_playerModel = playerModel;
_weaponService = weaponService;
_soundService = soundService;
_effectService = effectService;
}
protected override void OnInit()
{
this.RegisterEvent<AttackEvent>(OnAttack);
}
private void OnAttack(AttackEvent e)
{
var weapon = _weaponService.GetEquippedWeapon(_playerModel);
var damage = _weaponService.CalculateDamage(weapon, e.Target);
e.Target.TakeDamage(damage);
_soundService.PlayAttackSound(weapon.Type);
_effectService.PlayAttackEffect(_playerModel.Position, weapon.Type);
}
}
// ❌ 避免:依赖注入容器
public class PlayerCombatSystem : AbstractSystem
{
private PlayerModel _playerModel;
private IWeaponService _weaponService;
private ISoundService _soundService;
private IEffectService _effectService;
protected override void OnInit()
{
// 在运行时获取依赖,难以测试
_playerModel = GetModel<PlayerModel>();
_weaponService = GetService<IWeaponService>();
_soundService = GetService<ISoundService>();
_effectService = GetService<IEffectService>();
}
// 测试时难以模拟依赖
}
2. 接口隔离
// ✅ 好的做法:小而专注的接口
public interface IMovementController
{
void Move(Vector2 direction);
void Stop();
bool CanMove();
}
public interface ICombatController
{
void Attack(Entity target);
void Defend();
bool CanAttack();
}
public interface IUIController
{
void ShowHealthBar();
void HideHealthBar();
void UpdateHealthDisplay(int currentHealth, int maxHealth);
}
public class PlayerController : Node, IMovementController, ICombatController, IUIController
{
// 实现各个接口,职责清晰
}
// ❌ 避免:大而全的接口
public interface IPlayerController
{
void Move(Vector2 direction);
void Stop();
void Attack(Entity target);
void Defend();
void ShowHealthBar();
void HideHealthBar();
void UpdateHealthDisplay(int currentHealth, int maxHealth);
void SaveGame();
void LoadGame();
void Respawn();
void PlayAnimation(string animationName);
void StopAnimation();
// ... 更多方法,接口过于庞大
}
事件系统设计
1. 事件命名和结构
// ✅ 好的做法:清晰的事件命名和结构
public struct PlayerHealthChangedEvent
{
public int PreviousHealth { get; }
public int NewHealth { get; }
public int MaxHealth { get; }
public Vector3 DamagePosition { get; }
public DamageType DamageType { get; }
}
public struct PlayerDiedEvent
{
public Vector3 DeathPosition { get; }
public string CauseOfDeath { get; }
public TimeSpan SurvivalTime { get; }
}
public struct WeaponEquippedEvent
{
public string PlayerId { get; }
public WeaponType WeaponType { get; }
public string WeaponId { get; }
}
// ❌ 避免:模糊的事件命名和结构
public struct PlayerEvent
{
public EventType Type { get; }
public object Data { get; } // 类型不安全
public Dictionary<string, object> Properties { get; } // 难以理解
}
2. 事件处理职责
// ✅ 好的做法:单一职责的事件处理
public class UIHealthBarController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
UpdateHealthBar(e.NewHealth, e.MaxHealth);
if (e.NewHealth < e.PreviousHealth)
{
ShowDamageEffect(e.DamagePosition, e.PreviousHealth - e.NewHealth);
}
}
private void OnPlayerDied(PlayerDiedEvent e)
{
HideHealthBar();
ShowDeathScreen(e.CauseOfDeath);
}
}
public class AudioController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
if (e.NewHealth < e.PreviousHealth)
{
PlayHurtSound(e.DamageType);
}
}
private void OnPlayerDied(PlayerDiedEvent e)
{
PlayDeathSound();
}
}
// ❌ 避免:一个处理器处理多种不相关的事件
public class PlayerEventHandler : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerHealthChangedEvent>(OnPlayerHealthChanged);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
this.RegisterEvent<WeaponEquippedEvent>(OnWeaponEquipped);
this.RegisterEvent<LevelUpEvent>(OnLevelUp);
// 注册太多事件,职责混乱
}
private void OnPlayerHealthChanged(PlayerHealthChangedEvent e)
{
UpdateUI(); // UI职责
PlayAudio(); // 音频职责
SaveStatistics(); // 存档职责
UpdateAchievements(); // 成就系统职责
// 一个事件处理器承担太多职责
}
}
模块化架构
1. 模块边界清晰
// ✅ 好的做法:清晰的模块边界
public class AudioModule : AbstractModule
{
// 模块只负责音频相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new AudioSystem());
architecture.RegisterSystem(new MusicSystem());
architecture.RegisterUtility(new AudioUtility());
}
}
public class InputModule : AbstractModule
{
// 模块只负责输入相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new InputSystem());
architecture.RegisterSystem(new InputMappingSystem());
architecture.RegisterUtility(new InputUtility());
}
}
public class UIModule : AbstractModule
{
// 模块只负责UI相关的功能
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new UISystem());
architecture.RegisterSystem(new HUDSystem());
architecture.RegisterSystem(new MenuSystem());
architecture.RegisterUtility(new UIUtility());
}
}
// ❌ 避免:模块职责混乱
public class GameModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
// 一个模块包含所有功能
architecture.RegisterSystem(new AudioSystem()); // 音频
architecture.RegisterSystem(new InputSystem()); // 输入
architecture.RegisterSystem(new UISystem()); // UI
architecture.RegisterSystem(new CombatSystem()); // 战斗
architecture.RegisterSystem(new InventorySystem()); // 背包
architecture.RegisterSystem(new QuestSystem()); // 任务
// 模块过于庞大,难以维护
}
}
2. 模块间通信
// ✅ 好的做法:通过事件进行模块间通信
public class AudioModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new AudioSystem());
}
}
public class AudioSystem : AbstractSystem
{
protected override void OnInit()
{
// 监听其他模块发送的事件
this.RegisterEvent<PlayerAttackEvent>(OnPlayerAttack);
this.RegisterEvent<PlayerDiedEvent>(OnPlayerDied);
this.RegisterEvent<WeaponEquippedEvent>(OnWeaponEquipped);
}
private void OnPlayerAttack(PlayerAttackEvent e)
{
PlayAttackSound(e.WeaponType);
}
private void OnPlayerDied(PlayerDiedEvent e)
{
PlayDeathSound();
}
private void OnWeaponEquipped(WeaponEquippedEvent e)
{
PlayEquipSound(e.WeaponType);
}
}
public class CombatModule : AbstractModule
{
public override void Install(IArchitecture architecture)
{
architecture.RegisterSystem(new CombatSystem());
}
}
public class CombatSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<AttackInputEvent>(OnAttackInput);
}
private void OnAttackInput(AttackInputEvent e)
{
ProcessAttack(e);
// 发送事件通知其他模块
SendEvent(new PlayerAttackEvent {
PlayerId = e.PlayerId,
WeaponType = GetPlayerWeaponType(e.PlayerId)
});
}
}
// ❌ 避免:模块间直接依赖
public class CombatSystem : AbstractSystem
{
private AudioSystem _audioSystem; // 直接依赖其他模块
protected override void OnInit()
{
// 直接获取其他模块的系统
_audioSystem = GetSystem<AudioSystem>();
}
private void OnAttackInput(AttackInputEvent e)
{
ProcessAttack(e);
// 直接调用其他模块的方法
_audioSystem.PlayAttackSound(weaponType);
}
}
错误处理策略
1. 异常处理层次
// ✅ 好的做法:分层异常处理
public class GameApplicationException : Exception
{
public string ErrorCode { get; }
public Dictionary<string, object> Context { get; }
public GameApplicationException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, innerException)
{
ErrorCode = errorCode;
Context = context ?? new Dictionary<string, object>();
}
}
public class PlayerException : GameApplicationException
{
public PlayerException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, errorCode, context, innerException)
{
}
}
public class InventoryException : GameApplicationException
{
public InventoryException(string message, string errorCode,
Dictionary<string, object> context = null, Exception innerException = null)
: base(message, errorCode, context, innerException)
{
}
}
// 在系统中的使用
public class PlayerInventorySystem : AbstractSystem
{
public void AddItem(string playerId, Item item)
{
try
{
ValidateItem(item);
CheckInventorySpace(playerId, item);
AddItemToInventory(playerId, item);
SendEvent(new ItemAddedEvent { PlayerId = playerId, Item = item });
}
catch (ItemValidationException ex)
{
throw new InventoryException(
$"Failed to add item {item.Id} to player {playerId}",
"ITEM_VALIDATION_FAILED",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["validationError"] = ex.Message
},
ex
);
}
catch (InventoryFullException ex)
{
throw new InventoryException(
$"Player {playerId} inventory is full",
"INVENTORY_FULL",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["maxSlots"] = ex.MaxSlots,
["currentSlots"] = ex.CurrentSlots
},
ex
);
}
catch (Exception ex)
{
// 捕获未知异常并包装
throw new InventoryException(
$"Unexpected error adding item {item.Id} to player {playerId}",
"UNKNOWN_ERROR",
new Dictionary<string, object>
{
["playerId"] = playerId,
["itemId"] = item.Id,
["originalError"] = ex.Message
},
ex
);
}
}
private void ValidateItem(Item item)
{
if (item == null)
throw new ItemValidationException("Item cannot be null");
if (string.IsNullOrEmpty(item.Id))
throw new ItemValidationException("Item ID cannot be empty");
if (item.StackSize <= 0)
throw new ItemValidationException("Item stack size must be positive");
}
private void CheckInventorySpace(string playerId, Item item)
{
var inventory = GetPlayerInventory(playerId);
var requiredSpace = CalculateRequiredSpace(item);
if (inventory.FreeSpace < requiredSpace)
{
throw new InventoryFullException(
inventory.FreeSpace,
inventory.MaxSlots
);
}
}
}
2. 错误恢复策略
// ✅ 好的做法:优雅的错误恢复
public class SaveSystem : AbstractSystem
{
private readonly IStorage _primaryStorage;
private readonly IStorage _backupStorage;
public SaveSystem(IStorage primaryStorage, IStorage backupStorage = null)
{
_primaryStorage = primaryStorage;
_backupStorage = backupStorage ?? new LocalStorage("backup");
}
public async Task<SaveData> LoadSaveDataAsync(string saveId)
{
try
{
// 尝试从主存储加载
return await _primaryStorage.ReadAsync<SaveData>(saveId);
}
catch (StorageException ex)
{
Logger.Warning($"Failed to load from primary storage: {ex.Message}");
try
{
// 尝试从备份存储加载
var backupData = await _backupStorage.ReadAsync<SaveData>(saveId);
Logger.Info($"Successfully loaded from backup storage: {saveId}");
// 恢复到主存储
await _primaryStorage.WriteAsync(saveId, backupData);
return backupData;
}
catch (Exception backupEx)
{
Logger.Error($"Failed to load from backup storage: {backupEx.Message}");
// 返回默认存档数据
return GetDefaultSaveData();
}
}
}
private SaveData GetDefaultSaveData()
{
Logger.Warning("Returning default save data due to loading failures");
return new SaveData
{
PlayerId = "default",
Level = 1,
Health = 100,
Position = Vector3.Zero,
CreatedAt = DateTime.UtcNow
};
}
}
// ❌ 避免:粗暴的错误处理
public class SaveSystem : AbstractSystem
{
public async Task<SaveData> LoadSaveDataAsync(string saveId)
{
try
{
return await _storage.ReadAsync<SaveData>(saveId);
}
catch (Exception ex)
{
// 直接抛出异常,不提供恢复机制
throw new Exception($"Failed to load save: {ex.Message}", ex);
}
}
}
测试策略
1. 可测试的架构设计
// ✅ 好的做法:可测试的架构
public interface IPlayerMovementService
{
void MovePlayer(string playerId, Vector2 direction);
bool CanPlayerMove(string playerId);
}
public class PlayerMovementService : IPlayerMovementService
{
private readonly IPlayerRepository _playerRepository;
private readonly ICollisionService _collisionService;
private readonly IMapService _mapService;
public PlayerMovementService(
IPlayerRepository playerRepository,
ICollisionService collisionService,
IMapService mapService)
{
_playerRepository = playerRepository;
_collisionService = collisionService;
_mapService = mapService;
}
public void MovePlayer(string playerId, Vector2 direction)
{
if (!CanPlayerMove(playerId))
return;
var player = _playerRepository.GetById(playerId);
var newPosition = player.Position + direction * player.Speed;
if (_collisionService.CanMoveTo(newPosition))
{
player.Position = newPosition;
_playerRepository.Update(player);
}
}
public bool CanPlayerMove(string playerId)
{
var player = _playerRepository.GetById(playerId);
return player != null && player.IsAlive && !player.IsStunned;
}
}
// 测试代码
[TestFixture]
public class PlayerMovementServiceTests
{
private Mock<IPlayerRepository> _mockPlayerRepository;
private Mock<ICollisionService> _mockCollisionService;
private Mock<IMapService> _mockMapService;
private PlayerMovementService _movementService;
[SetUp]
public void Setup()
{
_mockPlayerRepository = new Mock<IPlayerRepository>();
_mockCollisionService = new Mock<ICollisionService>();
_mockMapService = new Mock<IMapService>();
_movementService = new PlayerMovementService(
_mockPlayerRepository.Object,
_mockCollisionService.Object,
_mockMapService.Object
);
}
[Test]
public void MovePlayer_ValidMovement_ShouldUpdatePlayerPosition()
{
// Arrange
var playerId = "player1";
var player = new Player { Id = playerId, Position = Vector2.Zero, Speed = 5.0f };
var direction = Vector2.Right;
_mockPlayerRepository.Setup(r => r.GetById(playerId)).Returns(player);
_mockCollisionService.Setup(c => c.CanMoveTo(It.IsAny<Vector2>())).Returns(true);
// Act
_movementService.MovePlayer(playerId, direction);
// Assert
_mockPlayerRepository.Verify(r => r.Update(It.Is<Player>(p => p.Position == Vector2.Right * 5.0f)), Times.Once);
}
[Test]
public void MovePlayer_CollisionBlocked_ShouldNotUpdatePlayerPosition()
{
// Arrange
var playerId = "player1";
var player = new Player { Id = playerId, Position = Vector2.Zero, Speed = 5.0f };
var direction = Vector2.Right;
_mockPlayerRepository.Setup(r => r.GetById(playerId)).Returns(player);
_mockCollisionService.Setup(c => c.CanMoveTo(It.IsAny<Vector2>())).Returns(false);
// Act
_movementService.MovePlayer(playerId, direction);
// Assert
_mockPlayerRepository.Verify(r => r.Update(It.IsAny<Player>()), Times.Never);
}
}
// ❌ 避免:难以测试的设计
public class PlayerMovementSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<MovementInputEvent>(OnMovementInput);
}
private void OnMovementInput(MovementInputEvent e)
{
var player = GetModel<PlayerModel>(); // 依赖架构,难以测试
var newPosition = player.Position + e.Direction * player.Speed;
if (CanMoveTo(newPosition)) // 私有方法,难以直接测试
{
player.Position = newPosition;
}
}
private bool CanMoveTo(Vector2 position)
{
// 复杂的碰撞检测逻辑,难以测试
return true;
}
}
重构指南
1. 识别代码异味
// ❌ 代码异味:长方法、重复代码、上帝类
public class GameManager : Node
{
public void ProcessPlayerInput(InputEvent @event)
{
// 长方法 - 做太多事情
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
switch (keyEvent.Keycode)
{
case Key.W:
MovePlayer(Vector2.Up);
PlayFootstepSound();
UpdatePlayerAnimation("walk_up");
CheckPlayerCollisions();
UpdateCameraPosition();
SavePlayerPosition();
break;
case Key.S:
MovePlayer(Vector2.Down);
PlayFootstepSound();
UpdatePlayerAnimation("walk_down");
CheckPlayerCollisions();
UpdateCameraPosition();
SavePlayerPosition();
break;
// 重复代码
}
}
}
private void MovePlayer(Vector2 direction)
{
Player.Position += direction * Player.Speed;
}
private void PlayFootstepSound()
{
AudioPlayer.Play("footstep.wav");
}
// ... 更多方法,类过于庞大
}
// ✅ 重构后:职责分离
public class PlayerInputController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<InputEvent>(OnInput);
}
private void OnInput(InputEvent e)
{
if (e is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
SendEvent(new PlayerMoveEvent { Direction = direction });
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
public class PlayerMovementSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMoveEvent>(OnPlayerMove);
}
private void OnPlayerMove(PlayerMoveEvent e)
{
var playerModel = GetModel<PlayerModel>();
var newPosition = playerModel.Position + e.Direction * playerModel.Speed;
if (CanMoveTo(newPosition))
{
playerModel.Position = newPosition;
SendEvent(new PlayerMovedEvent { NewPosition = newPosition });
}
}
private bool CanMoveTo(Vector2 position)
{
var collisionService = GetUtility<ICollisionService>();
return collisionService.CanMoveTo(position);
}
}
public class AudioSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMovedEvent>(OnPlayerMoved);
}
private void OnPlayerMoved(PlayerMovedEvent e)
{
PlayFootstepSound();
}
private void PlayFootstepSound()
{
var audioUtility = GetUtility<AudioUtility>();
audioUtility.PlaySound("footstep.wav");
}
}
public class AnimationSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<PlayerMovedEvent>(OnPlayerMoved);
}
private void OnPlayerMoved(PlayerMovedEvent e)
{
var animationName = GetAnimationNameFromDirection(e.Direction);
SendEvent(new PlayAnimationEvent { AnimationName = animationName });
}
private string GetAnimationNameFromDirection(Vector2 direction)
{
if (direction == Vector2.Up) return "walk_up";
if (direction == Vector2.Down) return "walk_down";
if (direction == Vector2.Left) return "walk_left";
if (direction == Vector2.Right) return "walk_right";
return "idle";
}
}
2. 渐进式重构
// 第一步:提取重复代码
public class PlayerController : Node
{
public void ProcessInput(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
Vector2 direction;
switch (keyEvent.Keycode)
{
case Key.W:
direction = Vector2.Up;
break;
case Key.S:
direction = Vector2.Down;
break;
case Key.A:
direction = Vector2.Left;
break;
case Key.D:
direction = Vector2.Right;
break;
default:
return;
}
MovePlayer(direction);
}
}
}
// 第二步:提取方法
public class PlayerController : Node
{
public void ProcessInput(InputEvent @event)
{
if (@event is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
MovePlayer(direction);
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
// 第三步:引入系统和事件
public class PlayerController : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<InputEvent>(OnInput);
}
private void OnInput(InputEvent e)
{
if (e is InputEventKey keyEvent && keyEvent.Pressed)
{
var direction = GetDirectionFromKey(keyEvent.Keycode);
if (direction != Vector2.Zero)
{
SendEvent(new PlayerMoveEvent { Direction = direction });
}
}
}
private Vector2 GetDirectionFromKey(Key keycode)
{
return keycode switch
{
Key.W => Vector2.Up,
Key.S => Vector2.Down,
Key.A => Vector2.Left,
Key.D => Vector2.Right,
_ => Vector2.Zero
};
}
}
模式选择与组合
何时使用哪种模式?
小型项目(原型、Demo)
// 推荐组合:MVC + 事件驱动 + 服务定位器
public class SimpleGameArchitecture : Architecture
{
protected override void Init()
{
// Model
RegisterModel(new PlayerModel());
RegisterModel(new GameModel());
// System
RegisterSystem(new GameplaySystem());
RegisterSystem(new AudioSystem());
// 使用服务定位器模式
// Controller 通过 this.GetModel/GetSystem 获取服务
}
}
优势:
- 快速开发
- 代码简洁
- 易于理解
中型项目(独立游戏)
// 推荐组合:MVC + MVVM + 命令/查询 + 事件驱动 + 依赖注入
public class GameArchitecture : Architecture
{
protected override void Init()
{
// 注册 Utility(依赖注入)
RegisterUtility<IStorageService>(new LocalStorageService());
RegisterUtility<IAudioService>(new GodotAudioService());
// 注册 Model(MVVM)
RegisterModel(new PlayerModel());
RegisterModel(new PlayerViewModel());
// 注册 System(命令/查询处理)
RegisterSystem(new CombatSystem());
RegisterSystem(new InventorySystem());
// 状态机
var stateMachine = new StateMachineSystem();
stateMachine
.Register(new MenuState())
.Register(new GameplayState());
RegisterSystem<IStateMachineSystem>(stateMachine);
}
}
优势:
- 职责清晰
- 易于测试
- 支持团队协作
大型项目(商业游戏)
// 推荐组合:所有模式 + 模块化架构
public class GameArchitecture : Architecture
{
protected override void Init()
{
// 模块化安装
InstallModule(new CoreModule());
InstallModule(new AudioModule());
InstallModule(new NetworkModule());
InstallModule(new UIModule());
InstallModule(new GameplayModule());
}
}
// 核心模块
public class CoreModule : IArchitectureModule
{
public void Install(IArchitecture architecture)
{
// 依赖注入
architecture.RegisterUtility<IStorageService>(new CloudStorageService());
architecture.RegisterUtility<IAnalyticsService>(new AnalyticsService());
// 对象池
architecture.RegisterSystem(new BulletPoolSystem());
architecture.RegisterSystem(new ParticlePoolSystem());
}
}
// 游戏玩法模块
public class GameplayModule : IArchitectureModule
{
public void Install(IArchitecture architecture)
{
// Model
architecture.RegisterModel(new PlayerModel());
architecture.RegisterModel(new EnemyModel());
// System(使用命令/查询模式)
architecture.RegisterSystem(new CombatSystem());
architecture.RegisterSystem(new MovementSystem());
// 状态机
var stateMachine = new StateMachineSystem();
stateMachine
.Register(new MenuState())
.Register(new LoadingState())
.Register(new GameplayState())
.Register(new PauseState())
.Register(new GameOverState());
architecture.RegisterSystem<IStateMachineSystem>(stateMachine);
}
}
优势:
- 高度模块化
- 易于维护和扩展
- 支持大型团队
- 完善的测试覆盖
模式组合示例
组合 1:MVVM + 命令模式
// ViewModel
public class ShopViewModel : AbstractModel
{
public BindableProperty<int> PlayerGold { get; } = new(1000);
public BindableProperty<bool> CanBuy { get; } = new(true);
public BindableProperty<string> StatusMessage { get; } = new("");
protected override void OnInit()
{
// 监听购买事件
this.RegisterEvent<ItemPurchasedEvent>(OnItemPurchased);
this.RegisterEvent<InsufficientGoldEvent>(OnInsufficientGold);
// 监听金币变化
PlayerGold.Register(gold =>
{
CanBuy.Value = gold >= 100;
});
}
private void OnItemPurchased(ItemPurchasedEvent e)
{
PlayerGold.Value -= e.Cost;
StatusMessage.Value = $"购买成功:{e.ItemName}";
}
private void OnInsufficientGold(InsufficientGoldEvent e)
{
StatusMessage.Value = "金币不足!";
}
}
// View
public class ShopView : Control
{
private ShopViewModel _viewModel;
public override void _Ready()
{
_viewModel = GetModel<ShopViewModel>();
// 数据绑定
_viewModel.PlayerGold.Register(gold =>
{
GetNode<Label>("GoldLabel").Text = $"金币:{gold}";
});
_viewModel.CanBuy.Register(canBuy =>
{
GetNode<Button>("BuyButton").Disabled = !canBuy;
});
_viewModel.StatusMessage.Register(msg =>
{
GetNode<Label>("StatusLabel").Text = msg;
});
}
private void OnBuyButtonPressed()
{
// 发送命令
this.SendCommand(new BuyItemCommand
{
Input = new BuyItemInput { ItemId = "sword_01" }
});
}
}
组合 2:状态模式 + 对象池
// 游戏状态使用对象池
public class GameplayState : ContextAwareStateBase
{
private BulletPoolSystem _bulletPool;
private ParticlePoolSystem _particlePool;
public override void OnEnter(IState from)
{
// 获取对象池
_bulletPool = this.GetSystem<BulletPoolSystem>();
_particlePool = this.GetSystem<ParticlePoolSystem>();
// 预热对象池
_bulletPool.PrewarmPool(100);
_particlePool.PrewarmPool(200);
// 注册事件
this.RegisterEvent<FireWeaponEvent>(OnFireWeapon);
}
private void OnFireWeapon(FireWeaponEvent e)
{
// 从池中获取子弹
var bullet = _bulletPool.Spawn();
bullet.Position = e.Position;
bullet.Direction = e.Direction;
// 生成粒子效果
var particle = _particlePool.Spawn();
particle.Position = e.Position;
}
public override void OnExit(IState to)
{
// 回收所有对象
_bulletPool.RecycleAll();
_particlePool.RecycleAll();
}
}
组合 3:事件驱动 + 查询模式
// 成就系统:监听事件,使用查询验证条件
public class AchievementSystem : AbstractSystem
{
protected override void OnInit()
{
this.RegisterEvent<EnemyKilledEvent>(OnEnemyKilled);
this.RegisterEvent<LevelCompletedEvent>(OnLevelCompleted);
}
private void OnEnemyKilled(EnemyKilledEvent e)
{
// 查询击杀总数
var query = new GetTotalKillsQuery { Input = new EmptyQueryInput() };
var totalKills = this.SendQuery(query);
// 检查成就
if (totalKills == 100)
{
UnlockAchievement("kill_100_enemies");
}
}
private void OnLevelCompleted(LevelCompletedEvent e)
{
// 查询是否满足完美通关条件
var query = new IsPerfectClearQuery
{
Input = new IsPerfectClearInput { LevelId = e.LevelId }
};
var isPerfect = this.SendQuery(query);
if (isPerfect)
{
UnlockAchievement($"perfect_clear_level_{e.LevelId}");
}
}
}
模式选择决策树
需要管理游戏状态?
├─ 是 → 使用状态模式
└─ 否 → 继续
需要频繁创建/销毁对象?
├─ 是 → 使用对象池模式
└─ 否 → 继续
需要解耦组件通信?
├─ 是 → 使用事件驱动模式
└─ 否 → 继续
需要封装操作?
├─ 是 → 使用命令模式
└─ 否 → 继续
需要分离读写操作?
├─ 是 → 使用查询模式(CQRS)
└─ 否 → 继续
需要数据绑定和响应式 UI?
├─ 是 → 使用 MVVM 模式
└─ 否 → 使用 MVC 模式
需要管理依赖?
├─ 大型项目 → 使用依赖注入
└─ 小型项目 → 使用服务定位器
常见问题
Q1: 应该使用 MVC 还是 MVVM?
A: 取决于项目需求:
-
使用 MVC:
- 简单的 UI 更新
- 不需要复杂的数据绑定
- 快速原型开发
-
使用 MVVM:
- 复杂的数据驱动 UI
- 需要自动更新界面
- 大量计算属性
推荐:可以混合使用,简单界面用 MVC,复杂界面用 MVVM。
Q2: 命令模式和查询模式有什么区别?
A:
| 特性 | 命令模式 | 查询模式 |
|---|---|---|
| 目的 | 修改状态 | 读取数据 |
| 返回值 | 可选 | 必须有 |
| 副作用 | 有 | 无 |
| 示例 | BuyItemCommand | GetPlayerStatsQuery |
原则:命令改变状态,查询读取状态,两者不混用。
Q3: 何时使用事件,何时使用命令?
A:
-
使用事件:
- 通知状态变化
- 一对多通信
- 跨模块通信
- 不关心处理结果
-
使用命令:
- 执行具体操作
- 需要封装逻辑
- 需要撤销/重做
- 需要返回结果
示例:
// 使用命令执行操作
this.SendCommand(new BuyItemCommand());
// 使用事件通知结果
this.SendEvent(new ItemPurchasedEvent());
Q4: 依赖注入和服务定位器哪个更好?
A:
-
依赖注入:
- ✅ 依赖关系明确
- ✅ 易于测试
- ✅ 编译时检查
- ❌ 配置复杂
-
服务定位器:
- ✅ 简单直接
- ✅ 易于使用
- ❌ 依赖隐式
- ❌ 难以测试
推荐:
- 小项目:服务定位器
- 大项目:依赖注入
- 混合使用:核心服务用依赖注入,辅助服务用服务定位器
Q5: 对象池适合哪些场景?
A:
适合:
- 频繁创建/销毁的对象(子弹、粒子)
- 创建成本高的对象(网络连接)
- 需要稳定帧率的场景
不适合:
- 创建频率低的对象
- 对象状态复杂难以重置
- 内存受限的场景
示例:
// ✅ 适合使用对象池
- 子弹、导弹
- 粒子效果
- UI 元素(列表项)
- 音效播放器
// ❌ 不适合使用对象池
- 玩家角色
- 关卡数据
- 配置对象
Q6: 状态机和简单的 if-else 有什么区别?
A:
简单 if-else:
// ❌ 难以维护
public void Update()
{
if (gameState == GameState.Menu)
{
UpdateMenu();
}
else if (gameState == GameState.Playing)
{
UpdateGameplay();
}
else if (gameState == GameState.Paused)
{
UpdatePause();
}
// 状态逻辑分散,难以管理
}
状态机:
// ✅ 清晰易维护
public class MenuState : ContextAwareStateBase
{
public override void OnEnter(IState from)
{
// 进入菜单的所有逻辑集中在这里
}
public override void OnExit(IState to)
{
// 退出菜单的所有逻辑集中在这里
}
}
优势:
- 状态逻辑封装
- 易于添加新状态
- 支持状态转换验证
- 支持状态历史
Q7: 如何避免过度设计?
A:
原则:
- 从简单开始:先用最简单的方案
- 按需重构:遇到问题再优化
- YAGNI 原则:You Aren't Gonna Need It
示例:
// 第一版:简单直接
public class Player
{
public int Health = 100;
}
// 第二版:需要通知时添加事件
public class Player
{
private int _health = 100;
public int Health
{
get => _health;
set
{
_health = value;
OnHealthChanged?.Invoke(value);
}
}
public event Action<int> OnHealthChanged;
}
// 第三版:需要更多功能时使用 BindableProperty
public class PlayerModel : AbstractModel
{
public BindableProperty<int> Health { get; } = new(100);
}
Q8: 如何在现有项目中引入这些模式?
A:
渐进式重构:
-
第一步:引入事件系统
// 替换直接调用为事件 // 之前:uiManager.UpdateHealth(health); // 之后:SendEvent(new HealthChangedEvent { Health = health }); -
第二步:提取 Model
// 将数据从各处集中到 Model public class PlayerModel : AbstractModel { public BindableProperty<int> Health { get; } = new(100); } -
第三步:引入命令模式
// 封装操作为命令 public class HealPlayerCommand : AbstractCommand { protected override void OnExecute() { var player = this.GetModel<PlayerModel>(); player.Health.Value = player.MaxHealth.Value; } } -
第四步:添加查询模式
// 分离读操作 public class GetPlayerStatsQuery : AbstractQuery<PlayerStats> { protected override PlayerStats OnDo() { // 查询逻辑 } }
Q9: 性能会受到影响吗?
A:
影响很小:
- 事件系统:微秒级开销
- 命令/查询:几乎无开销
- IoC 容器:字典查找,O(1)
优化建议:
- 避免频繁事件:不要每帧发送事件
- 缓存查询结果:复杂查询结果可以缓存
- 使用对象池:减少 GC 压力
- 批量操作:合并多个小操作
性能对比:
// 直接调用:~1ns
player.Health = 100;
// 通过命令:~100ns
SendCommand(new SetHealthCommand { Health = 100 });
// 差异可以忽略不计,但带来了更好的架构
Q10: 如何测试使用这些模式的代码?
A:
单元测试示例:
[Test]
public void BuyItemCommand_InsufficientGold_ShouldNotBuyItem()
{
// Arrange
var architecture = new TestArchitecture();
var playerModel = new PlayerModel();
playerModel.Gold.Value = 50; // 金币不足
architecture.RegisterModel(playerModel);
var command = new BuyItemCommand
{
Input = new BuyItemInput { ItemId = "sword", Price = 100 }
};
command.SetArchitecture(architecture);
// Act
command.Execute();
// Assert
Assert.AreEqual(50, playerModel.Gold.Value); // 金币未变化
}
[Test]
public void GetPlayerStatsQuery_ShouldReturnCorrectStats()
{
// Arrange
var architecture = new TestArchitecture();
var playerModel = new PlayerModel();
playerModel.Level.Value = 10;
playerModel.Health.Value = 80;
architecture.RegisterModel(playerModel);
var query = new GetPlayerStatsQuery();
query.SetArchitecture(architecture);
// Act
var stats = query.Do();
// Assert
Assert.AreEqual(10, stats.Level);
Assert.AreEqual(80, stats.Health);
}
总结
遵循这些架构模式最佳实践,你将能够构建:
- ✅ 清晰的代码结构 - 易于理解和维护
- ✅ 松耦合的组件 - 便于测试和扩展
- ✅ 可重用的模块 - 提高开发效率
- ✅ 健壮的错误处理 - 提高系统稳定性
- ✅ 完善的测试覆盖 - 保证代码质量
关键要点
- 从简单开始:不要过度设计,按需添加模式
- 理解每个模式的适用场景:选择合适的模式解决问题
- 模式可以组合使用:发挥各自优势
- 持续重构:随着项目发展优化架构
- 注重可测试性:好的架构应该易于测试
推荐学习路径
- 入门:MVC + 事件驱动
- 进阶:命令模式 + 查询模式 + MVVM
- 高级:状态模式 + 对象池 + 依赖注入
- 专家:模块化架构 + 所有模式组合
相关资源
记住,好的架构不是一蹴而就的,需要持续的学习、实践和改进。
文档版本: 2.0.0 最后更新: 2026-03-07 作者: GFramework Team