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新增 GodotInputModule 和相关输入事件类型,实现 Godot 输入系统与游戏框架的桥接。 重构架构锚点类名及其引用,统一使用 GFrameworkConstants 中定义的框架名称常量。 添加 AbstractGodotModule 基类以规范模块行为,并完善输入事件记录类定义。
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
using GFramework.Core.architecture;
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using GFramework.Core.constants;
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using GFramework.Game.input;
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using GFramework.Godot.architecture;
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using GFramework.Godot.extensions;
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using Godot;
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namespace GFramework.Godot.input;
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/// <summary>
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/// Godot输入模块类,用于管理Godot游戏引擎中的输入系统
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/// </summary>
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/// <typeparam name="T">架构类型,必须继承自Architecture且具有无参构造函数</typeparam>
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public sealed class GodotInputModule<T> : AbstractGodotModule<T>
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where T : Architecture<T>, new()
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{
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private GodotInputBridge? _node;
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/// <summary>
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/// 架构锚点节点的唯一标识名称
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/// 用于在Godot场景树中创建和查找架构锚点节点
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/// </summary>
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private const string GodotInputBridgeName = $"__${GFrameworkConstants.FrameworkName}__GodotInputBridge__";
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/// <summary>
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/// 获取模块对应的节点对象
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/// </summary>
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/// <exception cref="InvalidOperationException">当节点尚未创建时抛出异常</exception>
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public override Node Node => _node
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?? throw new InvalidOperationException("Node not created yet");
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private InputSystem _inputSystem = null!;
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/// <summary>
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/// 当模块被附加到架构时调用此方法
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/// </summary>
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/// <param name="architecture">要附加到的架构实例</param>
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public override void OnAttach(Architecture<T> architecture)
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{
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// 创建Godot输入桥接节点并绑定输入系统
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_node = new GodotInputBridge { Name = GodotInputBridgeName};
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_node.Bind(_inputSystem);
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}
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/// <summary>
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/// 当模块从架构中分离时调用此方法
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/// </summary>
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public override void OnDetach()
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{
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// 释放节点资源并清理引用
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Node.QueueFreeX();
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_node = null;
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}
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/// <summary>
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/// 安装模块时调用此方法,用于获取所需的系统组件
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/// </summary>
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/// <param name="architecture">当前架构实例</param>
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public override void Install(IArchitecture architecture)
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{
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// 从架构中获取输入系统实例
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_inputSystem = architecture.GetSystem<InputSystem>()!;
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}
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}
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