mirror of
https://github.com/GeWuYou/GFramework.git
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- 新增 IRuntimeTypeSerializer 接口支持运行时类型序列化 - 将序列化器接口从 Game 模块迁移到 Core 模块 - 更新 JsonSerializer 的命名空间引用 - 为 Godot 音频和图形设置类添加持久化应用接口实现 - 重构设置模型的初始化和去重逻辑 - 移除批量加载所有设置的功能 - 优化设置应用过程为异步执行 - 在存储接口中添加异步删除方法 - 为各种存储实现添加异步删除功能 - 为 Godot 文件存储添加标准文件系统路径删除支持 - 删除废弃的设置数据基类实现
93 lines
2.7 KiB
C#
93 lines
2.7 KiB
C#
using GFramework.Core.extensions;
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using GFramework.Core.system;
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using GFramework.Game.Abstractions.setting;
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using GFramework.Game.setting.events;
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namespace GFramework.Game.setting;
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/// <summary>
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/// 设置系统,负责管理和应用各种设置配置
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/// </summary>
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public class SettingsSystem : AbstractSystem, ISettingsSystem
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{
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private ISettingsModel _model = null!;
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/// <summary>
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/// 应用所有设置配置
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/// </summary>
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/// <returns>完成的任务</returns>
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public async Task ApplyAll()
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{
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// 遍历所有设置配置并尝试应用
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foreach (var section in _model.All()) await TryApplyAsync(section);
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}
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/// <summary>
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/// 应用指定类型的设置配置
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/// </summary>
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/// <typeparam name="T">设置配置类型,必须是类且实现ISettingsSection接口</typeparam>
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/// <returns>完成的任务</returns>
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public Task Apply<T>() where T : class, ISettingsSection
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{
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return Apply(typeof(T));
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}
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/// <summary>
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/// 应用指定类型的设置配置
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/// </summary>
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/// <param name="settingsType">设置配置类型</param>
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/// <returns>完成的任务</returns>
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public async Task Apply(Type settingsType)
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{
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if (_model.TryGet(settingsType, out var section))
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{
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await TryApplyAsync(section);
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}
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}
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/// <summary>
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/// 应用指定类型集合的设置配置
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/// </summary>
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/// <param name="settingsTypes">设置配置类型集合</param>
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/// <returns>完成的任务</returns>
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public async Task Apply(IEnumerable<Type> settingsTypes)
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{
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// 去重后遍历设置类型,获取并应用对应的设置配置
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foreach (var type in settingsTypes.Distinct())
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{
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if (_model.TryGet(type, out var section))
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{
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await TryApplyAsync(section);
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}
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}
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}
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/// <summary>
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/// 初始化设置系统,获取设置模型实例
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/// </summary>
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protected override void OnInit()
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{
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_model = this.GetModel<ISettingsModel>()!;
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}
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/// <summary>
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/// 尝试应用可应用的设置配置
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/// </summary>
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/// <param name="section">设置配置对象</param>
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private async Task TryApplyAsync(ISettingsSection section)
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{
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if (section is not IApplyAbleSettings applyAbleSettings) return;
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this.SendEvent(new SettingsApplyingEvent<ISettingsSection>(section));
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try
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{
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await applyAbleSettings.Apply();
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this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, true));
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}
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catch (Exception ex)
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{
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this.SendEvent(new SettingsAppliedEvent<ISettingsSection>(section, false, ex));
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}
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}
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} |