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- 将SettingsModel内部存储分离为_dataSettings和_applicators两个字典 - 添加IDataSettings接口用于标识纯数据设置 - 修改Get方法为GetData以明确区分数据获取 - 添加RegisterApplicator和GetApplicator方法管理可应用设置 - 更新TryGet方法支持从数据和应用器中查找设置 - 扩展SettingsPersistence支持批量保存和加载所有设置数据 - 将AudioBusMap重命名为AudioBusMapSettings并实现ISettingsData接口 - 修改Godot音频和图形设置适配新的接口变更 - [skip ci]
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using GFramework.Game.Abstractions.setting;
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using Godot;
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namespace GFramework.Godot.setting;
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/// <summary>
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/// Godot图形设置应用器
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/// </summary>
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/// <param name="settings">图形设置配置对象</param>
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public class GodotGraphicsSettings(GraphicsSettings settings) : IApplyAbleSettings
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{
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/// <summary>
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/// 应用图形设置到Godot引擎
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/// </summary>
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/// <returns>异步任务</returns>
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public async Task Apply()
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{
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// 创建分辨率向量
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var size = new Vector2I(settings.ResolutionWidth, settings.ResolutionHeight);
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// 设置窗口边框状态
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DisplayServer.WindowSetFlag(DisplayServer.WindowFlags.Borderless, settings.Fullscreen);
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// 设置窗口模式(全屏或窗口化)
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DisplayServer.WindowSetMode(
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settings.Fullscreen
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? DisplayServer.WindowMode.ExclusiveFullscreen
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: DisplayServer.WindowMode.Windowed
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);
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// 非全屏模式下设置窗口大小和居中位置
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if (!settings.Fullscreen)
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{
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DisplayServer.WindowSetSize(size);
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var screen = DisplayServer.GetPrimaryScreen();
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var screenSize = DisplayServer.ScreenGetSize(screen);
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var pos = (screenSize - size) / 2;
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DisplayServer.WindowSetPosition(pos);
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}
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await Task.CompletedTask;
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}
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} |