mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-22 10:34:30 +08:00
- 新增架构层支持,包括AbstractArchitecture和ArchitectureAnchorNode - 实现拖拽功能组件AbstractDragDrop2DComponentBase和AbstractDragDropArea2DComponent - 添加节点扩展方法类NodeExtensions,提供多种实用的节点操作方法 - 新增资源目录系统AbstractAssetCatalogSystem用于管理游戏资源 - 实现音频管理系统AbstractAudioManagerSystem支持背景音乐和音效播放 - 添加取消注册扩展方法UnRegisterExtension - 创建GFramework.Game项目模块 - 重构项目结构,聚合核心模块并优化依赖引用 - [no tag]
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using GFramework.Core.system;
|
||
using Godot;
|
||
|
||
namespace GFramework.Godot.system;
|
||
|
||
/// <summary>
|
||
/// 资源加载系统接口,提供资源和场景的加载、实例化、预加载等功能
|
||
/// </summary>
|
||
public interface IResourceLoadSystem : ISystem
|
||
{
|
||
/// <summary>
|
||
/// 加载指定路径的资源
|
||
/// </summary>
|
||
/// <typeparam name="T">资源类型,必须继承自Resource</typeparam>
|
||
/// <param name="path">资源路径</param>
|
||
/// <returns>加载的资源实例</returns>
|
||
public T? LoadResource<T>(string path) where T : Resource;
|
||
|
||
/// <summary>
|
||
/// 获取场景加载器,用于延迟加载场景
|
||
/// </summary>
|
||
/// <param name="path">场景路径</param>
|
||
/// <returns>场景的延迟加载包装器</returns>
|
||
public Lazy<PackedScene> GetSceneLoader(string path);
|
||
/// <summary>
|
||
/// 创建指定路径场景的实例
|
||
/// </summary>
|
||
/// <typeparam name="T">节点类型,必须继承自Node</typeparam>
|
||
/// <param name="path">场景路径</param>
|
||
/// <returns>场景实例化的节点对象</returns>
|
||
public T? CreateInstance<T>(string path) where T : Node;
|
||
|
||
|
||
/// <summary>
|
||
/// 获取或注册场景工厂函数
|
||
/// </summary>
|
||
/// <typeparam name="T">节点类型,必须继承自Node</typeparam>
|
||
/// <param name="id">场景资源标识符</param>
|
||
/// <returns>创建场景实例的工厂函数</returns>
|
||
public Func<T> GetOrRegisterSceneFactory<T>(AssetCatalog.SceneId id) where T : Node;
|
||
|
||
/// <summary>
|
||
/// 获取或注册资源工厂函数
|
||
/// </summary>
|
||
/// <typeparam name="T">资源类型,必须继承自Node</typeparam>
|
||
/// <param name="id">资源标识符</param>
|
||
/// <param name="duplicate">是否创建副本,默认为false</param>
|
||
/// <returns>创建资源实例的工厂函数</returns>
|
||
public Func<T> GetOrRegisterResourceFactory<T>(AssetCatalog.ResourceId id, bool duplicate = false)
|
||
where T : Resource;
|
||
|
||
/// <summary>
|
||
/// 预加载指定路径的多个资源
|
||
/// </summary>
|
||
/// <param name="paths">需要预加载的资源路径集合</param>
|
||
public void Preload(IEnumerable<string> paths);
|
||
|
||
/// <summary>
|
||
/// 卸载指定路径的资源
|
||
/// </summary>
|
||
/// <param name="path">需要卸载的资源路径</param>
|
||
public void Unload(string path);
|
||
|
||
/// <summary>
|
||
/// 清除所有已加载的资源
|
||
/// </summary>
|
||
public void ClearAll();
|
||
}
|