mirror of
https://github.com/GeWuYou/GFramework.git
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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
211 lines
6.1 KiB
C#
211 lines
6.1 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.Game.Abstractions.Scene;
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using GFramework.Godot.Extensions;
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using Godot;
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namespace GFramework.Godot.Scene;
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/// <summary>
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/// 场景行为基类,封装通用的场景生命周期管理逻辑。
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/// 提供对 Node 类型场景节点的统一管理,包括加载、进入、暂停、恢复、退出、卸载等操作。
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/// </summary>
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/// <typeparam name="T">Node 类型的场景节点。</typeparam>
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public abstract class SceneBehaviorBase<T> : ISceneBehavior
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where T : Node
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{
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/// <summary>
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/// 场景的唯一标识键。
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/// </summary>
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private readonly string _key;
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/// <summary>
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/// IScene 接口引用(如果节点实现了该接口)。
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/// </summary>
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private readonly IScene? _scene;
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/// <summary>
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/// 场景节点的所有者实例。
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/// </summary>
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protected readonly T Owner;
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/// <summary>
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/// 场景是否处于活跃状态。
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/// </summary>
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private bool _isActive;
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/// <summary>
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/// 场景是否已加载。
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/// </summary>
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private bool _isLoaded;
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/// <summary>
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/// 场景是否正在过渡中。
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/// </summary>
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private bool _isTransitioning;
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/// <summary>
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/// 初始化 SceneBehaviorBase 实例。
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/// </summary>
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/// <param name="owner">场景节点的所有者实例。</param>
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/// <param name="key">场景的唯一标识键。</param>
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protected SceneBehaviorBase(T owner, string key)
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{
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Owner = owner;
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_key = key;
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_scene = owner as IScene;
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}
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#region ISceneBehavior 实现
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/// <summary>
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/// 获取场景的唯一标识键。
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/// 该属性返回场景的唯一标识符,用于区分不同的场景实例。
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/// </summary>
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public string Key => _key;
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/// <summary>
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/// 获取场景的原始数据对象。
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/// 该属性返回场景的底层数据对象,通常用于序列化或反序列化操作。
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/// </summary>
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public object Original => Owner;
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/// <summary>
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/// 获取场景是否已加载完成的状态。
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/// </summary>
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public bool IsLoaded => _isLoaded;
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/// <summary>
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/// 获取场景是否处于活跃运行状态。
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/// </summary>
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public bool IsActive => _isActive;
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/// <summary>
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/// 获取场景是否正在进行切换操作。
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/// </summary>
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public bool IsTransitioning => _isTransitioning;
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/// <summary>
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/// 获取场景节点是否有效。
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/// </summary>
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public bool IsAlive => Owner.IsValidNode();
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/// <summary>
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/// 异步加载场景所需资源。
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/// 在场景正式进入前调用,负责预加载场景所需的各类资源。
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/// </summary>
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/// <param name="param">场景进入参数,可能包含初始化数据或上下文信息。</param>
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/// <returns>表示加载操作完成的ValueTask。</returns>
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public virtual async ValueTask OnLoadAsync(ISceneEnterParam? param)
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{
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_isTransitioning = true;
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// 调用可选接口
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if (_scene != null)
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await _scene.OnLoadAsync(param);
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_isLoaded = true;
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_isTransitioning = false;
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}
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/// <summary>
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/// 异步处理场景正式进入逻辑。
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/// 在资源加载完成后调用,启动场景的主要运行逻辑。
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/// </summary>
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/// <returns>表示进入操作完成的ValueTask。</returns>
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public virtual async ValueTask OnEnterAsync()
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{
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_isTransitioning = true;
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if (_scene != null)
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await _scene.OnEnterAsync();
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_isActive = true;
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_isTransitioning = false;
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}
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/// <summary>
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/// 异步处理场景暂停逻辑。
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/// 当场景被其他场景覆盖或失去焦点时调用。
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/// </summary>
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/// <returns>表示暂停操作完成的ValueTask。</returns>
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public virtual async ValueTask OnPauseAsync()
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{
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if (_scene != null)
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await _scene.OnPauseAsync();
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// 暂停处理
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Owner.SetProcess(false);
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Owner.SetPhysicsProcess(false);
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Owner.SetProcessInput(false);
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_isActive = false;
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}
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/// <summary>
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/// 异步处理场景恢复逻辑。
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/// 当场景重新获得焦点或从暂停状态恢复时调用。
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/// </summary>
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/// <returns>表示恢复操作完成的ValueTask。</returns>
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public virtual async ValueTask OnResumeAsync()
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{
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if (Owner.IsInvalidNode())
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return;
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if (_scene != null)
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await _scene.OnResumeAsync();
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// 恢复处理
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Owner.SetProcess(true);
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Owner.SetPhysicsProcess(true);
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Owner.SetProcessInput(true);
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_isActive = true;
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}
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/// <summary>
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/// 异步处理场景退出逻辑。
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/// 在场景即将被替换或关闭时调用,执行清理工作。
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/// </summary>
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/// <returns>表示退出操作完成的ValueTask。</returns>
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public virtual async ValueTask OnExitAsync()
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{
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_isTransitioning = true;
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if (_scene != null)
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await _scene.OnExitAsync();
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_isActive = false;
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}
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/// <summary>
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/// 异步卸载场景资源。
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/// 在场景完全退出后调用,释放占用的内存和资源。
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/// </summary>
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/// <returns>表示卸载操作完成的ValueTask。</returns>
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public virtual async ValueTask OnUnloadAsync()
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{
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if (_scene != null)
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await _scene.OnUnloadAsync();
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// 释放节点
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Owner.QueueFreeX();
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_isLoaded = false;
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_isTransitioning = false;
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}
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#endregion
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} |