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https://github.com/GeWuYou/GFramework.git
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- 添加架构配置、服务和上下文依赖注入支持 - 将静态架构锚点名称改为动态实例字段 - 实现基于类型名称和哈希码的唯一锚点命名机制 - 更新锚点创建和生命周期绑定逻辑 - 移除硬编码的常量名称,提高架构实例唯一性
138 lines
4.6 KiB
C#
138 lines
4.6 KiB
C#
using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.architecture;
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using GFramework.Core.constants;
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using GFramework.Godot.extensions;
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using Godot;
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namespace GFramework.Godot.architecture;
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/// <summary>
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/// 抽象架构类,为特定类型的架构提供基础实现框架。
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/// 此类负责管理架构的初始化、生命周期绑定以及扩展模块的安装与销毁。
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/// </summary>
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public abstract class AbstractArchitecture(
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IArchitectureConfiguration? configuration = null,
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IArchitectureServices? services = null,
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IArchitectureContext? context = null
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) : Architecture(configuration, services, context)
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{
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/// <summary>
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/// 存储所有已安装的Godot架构扩展组件列表
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/// 用于在架构销毁时正确清理所有扩展资源
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/// </summary>
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private readonly List<IGodotModule> _extensions = [];
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/// <summary>
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/// 架构锚点节点引用
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/// 用于将架构绑定到Godot生命周期并作为扩展节点的父节点
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/// </summary>
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private ArchitectureAnchor? _anchor;
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/// <summary>
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/// 架构锚点节点的唯一标识名称
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/// 用于在Godot场景树中创建和查找架构锚点节点
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/// </summary>
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private string _architectureAnchorName = null!;
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/// <summary>
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/// 标记架构是否已被销毁的状态标志
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/// 用于防止架构被重复销毁,确保资源清理只执行一次
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/// </summary>
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private bool _destroyed;
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/// <summary>
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/// 获取架构根节点。如果尚未初始化或已被销毁,则抛出异常。
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/// </summary>
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/// <exception cref="InvalidOperationException">当架构未准备就绪时抛出。</exception>
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protected Node ArchitectureRoot => _anchor ?? throw new InvalidOperationException("Architecture root not ready");
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/// <summary>
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/// 初始化架构,按顺序注册模型、系统和工具。
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/// 包括将架构绑定到Godot生命周期并调用模块安装逻辑。
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/// </summary>
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protected override void Init()
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{
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_architectureAnchorName =
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$"__{GFrameworkConstants.FrameworkName}__{GetType().Name}__{GetHashCode()}__ArchitectureAnchor__";
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AttachToGodotLifecycle();
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InstallModules();
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}
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/// <summary>
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/// 安装模块抽象方法,由子类实现具体的模块注册逻辑。
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/// 子类应在此方法中完成所有模型、系统及工具的注册工作。
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/// </summary>
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protected abstract void InstallModules();
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/// <summary>
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/// 将架构绑定到Godot生命周期中,确保在场景树销毁时能够正确清理资源。
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/// 通过创建一个锚节点来监听场景树的销毁事件。
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/// </summary>
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private void AttachToGodotLifecycle()
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{
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if (Engine.GetMainLoop() is not SceneTree tree)
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return;
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// 防止重复挂载(热重载 / 多次 Init)
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if (tree.Root.GetNodeOrNull(_architectureAnchorName) != null)
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return;
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_anchor = new ArchitectureAnchor
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{
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Name = _architectureAnchorName
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};
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_anchor.Bind(Destroy);
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tree.Root.CallDeferred(Node.MethodName.AddChild, _anchor);
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}
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/// <summary>
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/// 安装Godot模块扩展
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/// </summary>
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/// <typeparam name="TModule">模块类型,必须实现IGodotModule接口</typeparam>
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/// <param name="module">要安装的模块实例</param>
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/// <returns>异步任务</returns>
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protected async Task InstallGodotModule<TModule>(TModule module) where TModule : IGodotModule
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{
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module.Install(this);
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// 检查锚点是否已初始化,未初始化则抛出异常
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if (_anchor == null)
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throw new InvalidOperationException("Anchor not initialized");
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// 等待锚点准备就绪
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await _anchor.WaitUntilReady();
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// 延迟调用将扩展节点添加为锚点的子节点
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_anchor.CallDeferred(Node.MethodName.AddChild, module.Node);
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// 调用扩展的附加回调方法
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module.OnAttach(this);
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// 将扩展添加到扩展集合中
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_extensions.Add(module);
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}
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/// <summary>
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/// 销毁架构及其相关资源。
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/// 调用所有已安装扩展的OnDetach方法,并清空扩展列表。
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/// 若已被销毁则直接返回。
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/// </summary>
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public override void Destroy()
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{
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if (_destroyed)
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return;
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_destroyed = true;
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foreach (var ext in _extensions)
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ext.OnDetach();
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_extensions.Clear();
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base.Destroy();
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}
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} |