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- 将所有小写的命名空间导入更正为首字母大写格式 - 统一 GFramework 框架的命名空间引用规范 - 修复 core、ecs、godot 等模块的命名空间导入错误 - 标准化文档示例代码中的 using 语句格式 - 确保所有文档中的命名空间引用保持一致性 - 更新 global using 语句以匹配正确的命名空间格式
62 lines
2.1 KiB
C#
62 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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namespace GFramework.Game.Abstractions.Setting.Data;
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/// <summary>
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/// 本地化设置类,用于管理游戏的语言本地化配置
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/// 实现了ISettingsData接口提供设置数据功能,实现IVersioned接口提供版本控制功能
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/// </summary>
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public class LocalizationSettings : ISettingsData
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{
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/// <summary>
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/// 获取或设置当前使用的语言
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/// </summary>
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/// <value>默认值为"简体中文"</value>
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public string Language { get; set; } = "简体中文";
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/// <summary>
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/// 重置本地化设置到默认状态
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/// 将Language属性恢复为默认的"简体中文"值
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/// </summary>
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public void Reset()
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{
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Language = "简体中文";
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}
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/// <summary>
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/// 获取或设置设置数据的版本号
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/// </summary>
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public int Version { get; private set; } = 1;
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/// <summary>
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/// 获取设置数据最后修改的时间
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/// </summary>
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public DateTime LastModified { get; } = DateTime.UtcNow;
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/// <summary>
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/// 从指定的数据源加载本地化设置
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/// </summary>
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/// <param name="source">要从中加载设置的源对象</param>
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/// <remarks>
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/// 该方法仅处理类型为LocalizationSettings的对象,
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/// 如果源对象不是LocalizationSettings类型,则直接返回不执行任何操作
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/// </remarks>
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public void LoadFrom(ISettingsData source)
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{
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if (source is not LocalizationSettings settings) return;
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Language = settings.Language;
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Version = settings.Version;
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}
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} |