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- 新增 Godot 场景行为基类和具体实现(Node2D、Node3D、Control、通用场景行为) - 添加场景行为工厂类,支持根据节点类型自动创建合适的行为实例 - 实现 Godot 场景工厂类,用于创建场景实例并集成场景注册表 - 添加 Godot 路径扩展方法,支持判断用户数据路径和资源路径 - 优化数据仓库和设置事件类的初始化方法,添加 XML 文档注释 - 修改场景切换管道中的日志记录逻辑,避免空引用异常 - 更新 Godot 日志记录器和日志工厂的文档注释 - 为设置相关类添加数据对象和类型属性的文档说明 - 移除加载进度处理器类,精简场景切换流程
130 lines
4.6 KiB
C#
130 lines
4.6 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.storage;
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using GFramework.Core.extensions;
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using GFramework.Core.utility;
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using GFramework.Game.Abstractions.data;
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using GFramework.Game.Abstractions.data.events;
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using GFramework.Game.extensions;
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namespace GFramework.Game.data;
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/// <summary>
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/// 数据仓库类,用于管理游戏数据的存储和读取
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/// </summary>
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/// <param name="storage">存储接口实例</param>
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/// <param name="options">数据仓库配置选项</param>
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public class DataRepository(IStorage? storage, DataRepositoryOptions? options = null)
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: AbstractContextUtility, IDataRepository
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{
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private readonly DataRepositoryOptions _options = options ?? new DataRepositoryOptions();
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private IStorage? _storage = storage;
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private IStorage Storage => _storage ??
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throw new InvalidOperationException(
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"Failed to initialize storage. No IStorage utility found in context.");
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/// <summary>
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/// 异步加载指定位置的数据
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/// </summary>
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/// <typeparam name="T">数据类型,必须实现IData接口</typeparam>
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/// <param name="location">数据位置信息</param>
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/// <returns>加载的数据对象</returns>
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public async Task<T> LoadAsync<T>(IDataLocation location)
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where T : class, IData, new()
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{
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var key = location.ToStorageKey();
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T result;
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// 检查存储中是否存在指定键的数据
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if (await Storage.ExistsAsync(key))
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result = await Storage.ReadAsync<T>(key);
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else
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result = new T();
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// 如果启用事件功能,则发送数据加载完成事件
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if (_options.EnableEvents)
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this.SendEvent(new DataLoadedEvent<T>(result));
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return result;
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}
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/// <summary>
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/// 异步保存数据到指定位置
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/// </summary>
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/// <typeparam name="T">数据类型,必须实现IData接口</typeparam>
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/// <param name="location">数据位置信息</param>
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/// <param name="data">要保存的数据对象</param>
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public async Task SaveAsync<T>(IDataLocation location, T data)
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where T : class, IData
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{
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var key = location.ToStorageKey();
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// 自动备份
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if (_options.AutoBackup && await Storage.ExistsAsync(key))
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{
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var backupKey = $"{key}.backup";
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var existing = await Storage.ReadAsync<T>(key);
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await Storage.WriteAsync(backupKey, existing);
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}
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await Storage.WriteAsync(key, data);
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if (_options.EnableEvents)
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this.SendEvent(new DataSavedEvent<T>(data));
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}
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/// <summary>
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/// 检查指定位置的数据是否存在
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/// </summary>
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/// <param name="location">数据位置信息</param>
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/// <returns>如果数据存在返回true,否则返回false</returns>
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public Task<bool> ExistsAsync(IDataLocation location)
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{
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return Storage.ExistsAsync(location.ToStorageKey());
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}
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/// <summary>
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/// 异步删除指定位置的数据
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/// </summary>
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/// <param name="location">数据位置信息</param>
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public async Task DeleteAsync(IDataLocation location)
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{
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var key = location.ToStorageKey();
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await Storage.DeleteAsync(key);
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if (_options.EnableEvents)
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this.SendEvent(new DataDeletedEvent(location));
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}
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/// <summary>
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/// 异步批量保存多个数据项
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/// </summary>
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/// <param name="dataList">包含数据位置和数据对象的枚举集合</param>
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public async Task SaveAllAsync(IEnumerable<(IDataLocation location, IData data)> dataList)
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{
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var valueTuples = dataList.ToList();
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foreach (var (location, data) in valueTuples) await SaveAsync(location, data);
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if (_options.EnableEvents)
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this.SendEvent(new DataBatchSavedEvent(valueTuples));
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}
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/// <summary>
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/// 初始化
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/// </summary>
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protected override void OnInit()
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{
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_storage ??= this.GetUtility<IStorage>()!;
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}
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} |