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- 新增 Godot 场景行为基类和具体实现(Node2D、Node3D、Control、通用场景行为) - 添加场景行为工厂类,支持根据节点类型自动创建合适的行为实例 - 实现 Godot 场景工厂类,用于创建场景实例并集成场景注册表 - 添加 Godot 路径扩展方法,支持判断用户数据路径和资源路径 - 优化数据仓库和设置事件类的初始化方法,添加 XML 文档注释 - 修改场景切换管道中的日志记录逻辑,避免空引用异常 - 更新 Godot 日志记录器和日志工厂的文档注释 - 为设置相关类添加数据对象和类型属性的文档说明 - 移除加载进度处理器类,精简场景切换流程
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using GFramework.Core.Abstractions.logging;
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using GFramework.Core.extensions;
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using GFramework.Core.logging;
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using GFramework.Core.utility;
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using GFramework.Game.Abstractions.scene;
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namespace GFramework.Godot.scene;
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/// <summary>
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/// Godot 场景工厂类,用于创建场景实例。
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/// 继承自 AbstractContextUtility 并实现 ISceneFactory 接口。
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/// </summary>
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public class GodotSceneFactory : AbstractContextUtility, ISceneFactory
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{
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/// <summary>
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/// 日志记录器,用于记录调试信息。
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/// </summary>
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private static readonly ILogger Log =
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LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotSceneFactory));
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/// <summary>
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/// 场景注册表,用于管理场景资源。
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/// </summary>
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private IGodotSceneRegistry _registry = null!;
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/// <summary>
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/// 根据指定的场景键创建场景行为实例。
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/// </summary>
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/// <param name="sceneKey">场景的唯一标识符。</param>
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/// <returns>返回创建的场景行为实例。</returns>
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public ISceneBehavior Create(string sceneKey)
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{
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// 从注册表中获取指定场景键对应的 PackedScene
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var scene = _registry.Get(sceneKey);
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// 实例化场景节点
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var node = scene.Instantiate();
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// 检查节点是否实现了 ISceneBehaviorProvider 接口
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if (node is ISceneBehaviorProvider provider)
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{
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var behavior = provider.GetScene();
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Log.Debug("Created scene instance from provider: {0}", sceneKey);
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return behavior;
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}
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// 否则使用工厂自动创建
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var autoBehavior = SceneBehaviorFactory.Create(node, sceneKey);
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Log.Debug("Created scene instance with auto factory: {0}", sceneKey);
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return autoBehavior;
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}
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/// <summary>
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/// 初始化方法,在对象初始化时调用。
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/// 获取并设置场景注册表实例。
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/// </summary>
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protected override void OnInit()
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{
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_registry = this.GetUtility<IGodotSceneRegistry>()!;
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}
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} |