GFramework/GFramework.Godot/scene/GodotSceneFactory.cs
GeWuYou 899fbd76c3 feat(godot): 添加 Godot 场景管理和路径扩展功能
- 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
2026-02-15 16:59:09 +08:00

74 lines
2.6 KiB
C#

// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.logging;
using GFramework.Core.extensions;
using GFramework.Core.logging;
using GFramework.Core.utility;
using GFramework.Game.Abstractions.scene;
namespace GFramework.Godot.scene;
/// <summary>
/// Godot 场景工厂类,用于创建场景实例。
/// 继承自 AbstractContextUtility 并实现 ISceneFactory 接口。
/// </summary>
public class GodotSceneFactory : AbstractContextUtility, ISceneFactory
{
/// <summary>
/// 日志记录器,用于记录调试信息。
/// </summary>
private static readonly ILogger Log =
LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotSceneFactory));
/// <summary>
/// 场景注册表,用于管理场景资源。
/// </summary>
private IGodotSceneRegistry _registry = null!;
/// <summary>
/// 根据指定的场景键创建场景行为实例。
/// </summary>
/// <param name="sceneKey">场景的唯一标识符。</param>
/// <returns>返回创建的场景行为实例。</returns>
public ISceneBehavior Create(string sceneKey)
{
// 从注册表中获取指定场景键对应的 PackedScene
var scene = _registry.Get(sceneKey);
// 实例化场景节点
var node = scene.Instantiate();
// 检查节点是否实现了 ISceneBehaviorProvider 接口
if (node is ISceneBehaviorProvider provider)
{
var behavior = provider.GetScene();
Log.Debug("Created scene instance from provider: {0}", sceneKey);
return behavior;
}
// 否则使用工厂自动创建
var autoBehavior = SceneBehaviorFactory.Create(node, sceneKey);
Log.Debug("Created scene instance with auto factory: {0}", sceneKey);
return autoBehavior;
}
/// <summary>
/// 初始化方法,在对象初始化时调用。
/// 获取并设置场景注册表实例。
/// </summary>
protected override void OnInit()
{
_registry = this.GetUtility<IGodotSceneRegistry>()!;
}
}