GeWuYou 442e8e7088 refactor(setting): 重构设置系统以支持数据和应用器分离
- 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]
2026-01-16 23:44:28 +08:00

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using System;
using System.Collections.Generic;
using GFramework.Core.Abstractions.model;
namespace GFramework.Game.Abstractions.setting;
/// <summary>
/// 定义设置模型的接口,提供获取特定类型设置节的功能
/// </summary>
public interface ISettingsModel : IModel
{
/// <summary>
/// 获取或创建数据设置(自动创建)
/// </summary>
/// <typeparam name="T">设置数据的类型必须继承自class、ISettingsData且具有无参构造函数</typeparam>
/// <returns>指定类型的设置数据实例</returns>
T GetData<T>() where T : class, ISettingsData, new();
/// <summary>
/// 尝试获取指定类型的设置节实例
/// </summary>
/// <param name="type">要获取的设置节类型</param>
/// <param name="section">输出参数如果成功则包含找到的设置节实例否则为null</param>
/// <returns>如果找到指定类型的设置节则返回true否则返回false</returns>
bool TryGet(Type type, out ISettingsSection section);
/// <summary>
/// 获取已注册的可应用设置
/// </summary>
/// <typeparam name="T">可应用设置的类型必须继承自class和IApplyAbleSettings</typeparam>
/// <returns>指定类型的可应用设置实例如果不存在则返回null</returns>
T? GetApplicator<T>() where T : class, IApplyAbleSettings;
/// <summary>
/// 获取所有设置节的集合
/// </summary>
/// <returns>包含所有设置节的可枚举集合</returns>
IEnumerable<ISettingsSection> All();
/// <summary>
/// 注册可应用设置(必须手动注册)
/// </summary>
/// <typeparam name="T">可应用设置的类型必须继承自class和IApplyAbleSettings</typeparam>
/// <param name="applicator">要注册的可应用设置实例</param>
void RegisterApplicator<T>(T applicator) where T : class, IApplyAbleSettings;
}