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- 调整注释格式统一使用4个空格缩进 - 重新排列字段声明顺序提升代码可读性 - 将简单属性访问器改为表达式主体语法 - 优化AudioManagerSystem中音量设置逻辑 - 移除AbstractAssetCatalogSystem中多余空行 - 重构日志类中方法实现为表达式主体形式 - 统一空行分隔符保持代码结构一致性 - 优化方法内部逻辑表达式简化代码 - [no tag]
97 lines
3.8 KiB
C#
97 lines
3.8 KiB
C#
using GFramework.Core.system;
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namespace GFramework.Game.assets;
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/// <summary>
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/// 资源目录系统接口,用于管理场景和资源的获取与查询
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/// </summary>
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public interface IAssetCatalogSystem : ISystem
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{
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/// <summary>
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/// 根据指定的键获取场景单元标识符
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/// </summary>
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/// <param name="key">用于查找场景单元的键值</param>
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/// <returns>返回与指定键对应的场景单元标识符</returns>
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AssetCatalog.SceneUnitId GetSceneUnit(string key);
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/// <summary>
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/// 根据指定的键获取场景页面标识符
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/// </summary>
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/// <param name="key">用于查找场景页面的键值</param>
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/// <returns>返回与指定键对应的场景页面标识符</returns>
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AssetCatalog.ScenePageId GetScenePage(string key);
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/// <summary>
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/// 根据指定的键获取资源ID
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/// </summary>
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/// <param name="key">用于查找资源的键值</param>
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/// <returns>返回对应的资源ID,如果未找到则返回默认值</returns>
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AssetCatalog.AssetId GetAsset(string key);
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/// <summary>
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/// 注册场景单元到资产目录中
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/// </summary>
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/// <param name="key">场景单元的唯一标识键</param>
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/// <param name="path">场景单元资源的路径</param>
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/// <exception cref="InvalidOperationException">当指定的键已存在时抛出异常</exception>
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public void RegisterSceneUnit(string key, string path);
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/// <summary>
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/// 通过资产目录映射注册场景单元
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/// </summary>
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/// <param name="mapping">包含场景单元信息的资产目录映射对象</param>
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/// <exception cref="InvalidOperationException">当映射ID不是SceneUnitId类型或键已存在时抛出异常</exception>
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public void RegisterSceneUnit(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 注册场景页面模板
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/// </summary>
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/// <param name="key">场景页面的唯一标识键</param>
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/// <param name="path">场景页面资源路径</param>
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/// <exception cref="InvalidOperationException">当键已存在时抛出异常</exception>
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void RegisterScenePage(string key, string path);
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/// <summary>
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/// 通过资产目录映射注册场景页面
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/// </summary>
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/// <param name="mapping">包含场景页面信息的资产目录映射对象</param>
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/// <exception cref="InvalidOperationException">当映射ID不是ScenePageId类型或键已存在时抛出异常</exception>
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void RegisterScenePage(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 注册普通资产资源到资产目录中
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/// </summary>
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/// <param name="key">资产的唯一标识键值</param>
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/// <param name="path">资产资源的路径</param>
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void RegisterAsset(string key, string path);
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/// <summary>
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/// 根据映射配置注册普通资产资源到资产目录中
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/// </summary>
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/// <param name="mapping">包含键值和路径映射关系的配置对象</param>
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void RegisterAsset(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 检查是否存在指定键的场景单元
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/// </summary>
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/// <param name="key">用于查找场景单元的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasSceneUnit(string key);
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/// <summary>
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/// 检查是否存在指定键的场景页面
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/// </summary>
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/// <param name="key">用于查找场景页面的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasScenePage(string key);
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/// <summary>
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/// 检查是否存在指定键的资源
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/// </summary>
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/// <param name="key">用于查找资源的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasAsset(string key);
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} |