GFramework/GFramework.Godot/Setting/GodotLocalizationSettings.cs
GeWuYou e84af1512d feat(setting): 添加本地化设置测试并优化依赖注入
- 在 GodotLocalizationSettingsTests 中添加核心本地化接口引用
- 为 GodotLocalizationSettings 添加架构依赖项
- 配置 Godot 全局命名空间以便更简单的 API 访问
- 更新测试文件中的设置数据抽象层依赖项
- 简化 Godot 项目中的全局 using 指令结构
2026-04-05 20:08:28 +08:00

125 lines
5.1 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.Localization;
using GFramework.Core.Architectures;
using GFramework.Game.Abstractions.Setting;
using GFramework.Game.Abstractions.Setting.Data;
using GFramework.Godot.Setting.Data;
namespace GFramework.Godot.Setting;
/// <summary>
/// Godot 本地化设置类,负责将持久化语言配置同时应用到 Godot 引擎与 GFramework 本地化管理器。
/// </summary>
public class GodotLocalizationSettings : IResetApplyAbleSettings
{
private readonly Action<string> _applyGodotLocale;
private readonly Func<ILocalizationManager?> _localizationManagerResolver;
private readonly LocalizationMap _localizationMap;
private readonly ISettingsModel _model;
/// <summary>
/// 初始化 Godot 本地化设置应用器,并默认从当前架构上下文解析框架本地化管理器。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
public GodotLocalizationSettings(ISettingsModel model, LocalizationMap localizationMap)
: this(model, localizationMap, TryResolveLocalizationManager, TranslationServer.SetLocale)
{
}
/// <summary>
/// 初始化 Godot 本地化设置应用器。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
public GodotLocalizationSettings(
ISettingsModel model,
LocalizationMap localizationMap,
Func<ILocalizationManager?> localizationManagerResolver)
: this(model, localizationMap, localizationManagerResolver, TranslationServer.SetLocale)
{
}
/// <summary>
/// 初始化 Godot 本地化设置应用器,并显式指定 Godot locale 应用动作。
/// 该重载主要用于测试或自定义引擎桥接。
/// </summary>
/// <param name="model">设置模型。</param>
/// <param name="localizationMap">本地化映射表。</param>
/// <param name="localizationManagerResolver">框架本地化管理器解析器。</param>
/// <param name="applyGodotLocale">Godot locale 应用动作。</param>
public GodotLocalizationSettings(
ISettingsModel model,
LocalizationMap localizationMap,
Func<ILocalizationManager?> localizationManagerResolver,
Action<string> applyGodotLocale)
{
_model = model ?? throw new ArgumentNullException(nameof(model));
_localizationMap = localizationMap ?? throw new ArgumentNullException(nameof(localizationMap));
_localizationManagerResolver =
localizationManagerResolver ?? throw new ArgumentNullException(nameof(localizationManagerResolver));
_applyGodotLocale = applyGodotLocale ?? throw new ArgumentNullException(nameof(applyGodotLocale));
}
/// <summary>
/// 应用本地化设置到 Godot 引擎与 GFramework 本地化管理器。
/// </summary>
/// <returns>完成的任务</returns>
public Task Apply()
{
var settings = _model.GetData<LocalizationSettings>();
var locale = _localizationMap.ResolveGodotLocale(settings.Language);
var frameworkLanguage = _localizationMap.ResolveFrameworkLanguage(settings.Language);
_applyGodotLocale(locale);
// 设置系统持久化的是用户可见语言值;这里需要同步框架语言码,避免 Godot 与框架状态分裂。
_localizationManagerResolver()?.SetLanguage(frameworkLanguage);
return Task.CompletedTask;
}
/// <summary>
/// 重置本地化设置
/// </summary>
public void Reset()
{
_model.GetData<LocalizationSettings>().Reset();
}
/// <summary>
/// 获取本地化设置的数据对象。
/// 该属性提供对本地化设置数据的只读访问。
/// </summary>
public ISettingsData Data => _model.GetData<LocalizationSettings>();
/// <summary>
/// 获取本地化设置数据的类型。
/// 该属性返回本地化设置数据的具体类型信息。
/// </summary>
public Type DataType { get; } = typeof(LocalizationSettings);
private static ILocalizationManager? TryResolveLocalizationManager()
{
try
{
return GameContext.GetFirstArchitectureContext().GetSystem<ILocalizationManager>();
}
catch (InvalidOperationException)
{
return null;
}
}
}