GFramework/GFramework.Game/assets/ResourceFactory.cs
GeWuYou 2db09e72d7 refactor(assets): 重构资产目录系统以支持多种资源类型
- 将 AbstractAssetCatalogSystem 从 GFramework.Godot 移动到 GFramework.Game
- 引入 GameUnitId、TemplateId 和 AssetId 替代原有的 SceneId 和 ResourceId
- 更新注册与查询接口以区分不同类型资源
- 修改相关系统类以适配新的资产标识符类型
- 调整项目引用依赖关系,确保正确的程序集链接
- 扩展资源工厂系统以处理新增的资源类别
- [no tag]
2025-12-20 13:45:49 +08:00

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namespace GFramework.Game.assets;
/// <summary>
/// 资源工厂类,用于注册和解析各种资源的创建工厂
/// </summary>
public static class ResourceFactory
{
/// <summary>
/// 可预加载条目接口,定义了是否需要预加载以及执行工厂的方法
/// </summary>
private interface IPreloadableEntry
{
/// <summary>
/// 获取一个值,表示该资源是否需要预加载
/// </summary>
bool Preload { get; }
/// <summary>
/// 执行与该条目关联的工厂方法
/// </summary>
void ExecuteFactory();
/// <summary>
/// 获取资源类型
/// </summary>
Type ResourceType { get; }
/// <summary>
/// 获取资源键值
/// </summary>
string Key { get; }
}
/// <summary>
/// 表示一个具体的资源工厂条目,实现 IPreloadableEntry 接口
/// </summary>
/// <typeparam name="T">资源类型</typeparam>
private sealed class Entry<T>(string key, Func<T> factory, bool preload) : IPreloadableEntry
{
/// <summary>
/// 获取用于创建资源的工厂函数
/// </summary>
public Func<T> Factory { get; } = factory;
/// <summary>
/// 获取一个值,表示该资源是否需要预加载
/// </summary>
public bool Preload { get; } = preload;
/// <summary>
/// 执行工厂函数以创建资源实例
/// </summary>
public void ExecuteFactory() => Factory();
/// <summary>
/// 获取资源的类型
/// </summary>
public Type ResourceType => typeof(T);
/// <summary>
/// 获取资源的键值
/// </summary>
public string Key { get; } = key;
}
/// <summary>
/// 工厂注册表,管理所有已注册的资源工厂
/// </summary>
public sealed class Registry
{
/// <summary>
/// 存储所有已注册的工厂函数,键为资源类型,值为对应的工厂条目对象
/// </summary>
private readonly Dictionary<(Type type, string key), IPreloadableEntry> _factories = new();
/// <summary>
/// 注册指定类型的资源工厂
/// </summary>
/// <typeparam name="T">要注册的资源类型</typeparam>
/// <param name="key">键</param>
/// <param name="factory">创建该类型资源的工厂函数</param>
/// <param name="preload">是否需要预加载该资源默认为false</param>
public void Register<T>(string key, Func<T> factory, bool preload = false)
{
if (string.IsNullOrWhiteSpace(key))
throw new ArgumentException("Resource key cannot be null or empty.", nameof(key));
var dictKey = (typeof(T), key);
_factories[dictKey] = new Entry<T>(key, factory, preload);
}
/// <summary>
/// 解析并获取指定类型的工厂函数
/// </summary>
/// <typeparam name="T">要获取工厂函数的资源类型</typeparam>
/// <param name="key">资源键</param>
/// <returns>指定类型的工厂函数</returns>
/// <exception cref="InvalidOperationException">当指定类型的工厂未注册时抛出异常</exception>
public Func<T> ResolveFactory<T>(string key)
{
var dictKey = (typeof(T), key);
if (_factories.TryGetValue(dictKey, out var entry)
&& entry is Entry<T> typed)
{
return typed.Factory;
}
throw new InvalidOperationException(
$"Factory not registered: {typeof(T).Name} with key '{key}'");
}
/// <summary>
/// 预加载所有标记为需要预加载的资源
/// </summary>
public void PreloadAll()
{
// 遍历所有已注册的工厂
foreach (var entry in _factories.Values.Where(entry => entry.Preload))
{
// 执行其工厂方法进行预加载
entry.ExecuteFactory();
}
}
}
}