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https://github.com/GeWuYou/GFramework.git
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- 在IStorage接口中添加目录操作相关方法:ListDirectoriesAsync、 ListFilesAsync、DirectoryExistsAsync、CreateDirectoryAsync - 为FileStorage和GodotFileStorage实现目录操作功能 - 添加ScopedStorage的目录操作委托实现 - 新增ISaveRepository接口定义基于槽位的存档系统 - 实现SaveRepository类提供完整的存档管理功能 - 添加SaveConfiguration类用于存档系统配置
58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using GFramework.Core.Abstractions.utility;
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namespace GFramework.Game.Abstractions.data;
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/// <summary>
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/// 存档仓库接口,管理基于槽位的存档系统
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/// </summary>
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/// <typeparam name="TSaveData">存档数据类型,必须实现IData接口并具有无参构造函数</typeparam>
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public interface ISaveRepository<TSaveData> : IUtility
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where TSaveData : class, IData, new()
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{
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/// <summary>
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/// 检查指定槽位是否存在存档
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/// </summary>
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/// <param name="slot">存档槽位编号</param>
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/// <returns>如果存档存在返回true,否则返回false</returns>
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Task<bool> ExistsAsync(int slot);
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/// <summary>
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/// 加载指定槽位的存档
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/// </summary>
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/// <param name="slot">存档槽位编号</param>
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/// <returns>存档数据对象,如果不存在则返回新实例</returns>
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Task<TSaveData> LoadAsync(int slot);
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/// <summary>
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/// 保存存档到指定槽位
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/// </summary>
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/// <param name="slot">存档槽位编号</param>
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/// <param name="data">要保存的存档数据</param>
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Task SaveAsync(int slot, TSaveData data);
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/// <summary>
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/// 删除指定槽位的存档
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/// </summary>
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/// <param name="slot">存档槽位编号</param>
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Task DeleteAsync(int slot);
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/// <summary>
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/// 列出所有有效的存档槽位
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/// </summary>
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/// <returns>包含所有有效存档槽位编号的只读列表,按升序排列</returns>
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Task<IReadOnlyList<int>> ListSlotsAsync();
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}
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