GFramework/GFramework.Godot/architecture/AbstractArchitecture.cs
GwWuYou 2baa29aed6 feat(godot): 添加Godot游戏开发相关组件和系统
- 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]
2025-12-19 22:36:42 +08:00

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using GFramework.Core.architecture;
using Godot;
namespace GFramework.Godot.architecture;
/// <summary>
/// 抽象架构类,为特定类型的架构提供基础实现框架
/// </summary>
/// <typeparam name="T">架构的具体类型必须继承自Architecture且能被实例化</typeparam>
public abstract class AbstractArchitecture<T> : Architecture<T> where T : Architecture<T>, new()
{
private const string ArchitectureName = "__GFrameworkArchitectureAnchor";
/// <summary>
/// 初始化架构,按顺序注册模型、系统和工具
/// </summary>
protected override void Init()
{
RegisterModels();
RegisterSystems();
RegisterUtilities();
AttachToGodotLifecycle();
}
/// <summary>
/// 将架构绑定到Godot生命周期中确保在场景树销毁时能够正确清理资源
/// 通过创建一个锚节点来监听场景树的销毁事件
/// </summary>
private void AttachToGodotLifecycle()
{
if (Engine.GetMainLoop() is not SceneTree tree)
return;
// 防止重复挂载(热重载 / 多次 Init
if (tree.Root.GetNodeOrNull(ArchitectureName) != null)
return;
var anchor = new ArchitectureAnchorNode
{
Name = ArchitectureName
};
anchor.Bind(Destroy);
tree.Root.CallDeferred(Node.MethodName.AddChild, anchor);
}
/// <summary>
/// 注册工具抽象方法,由子类实现具体的工具注册逻辑
/// </summary>
protected abstract void RegisterUtilities();
/// <summary>
/// 注册系统抽象方法,由子类实现具体系统注册逻辑
/// </summary>
protected abstract void RegisterSystems();
/// <summary>
/// 注册模型抽象方法,由子类实现具体模型注册逻辑
/// </summary>
protected abstract void RegisterModels();
}