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- 将 AbstractAssetCatalogSystem 从 GFramework.Godot 移动到 GFramework.Game - 引入 GameUnitId、TemplateId 和 AssetId 替代原有的 SceneId 和 ResourceId - 更新注册与查询接口以区分不同类型资源 - 修改相关系统类以适配新的资产标识符类型 - 调整项目引用依赖关系,确保正确的程序集链接 - 扩展资源工厂系统以处理新增的资源类别 - [no tag]
167 lines
7.2 KiB
C#
167 lines
7.2 KiB
C#
using GFramework.Core.system;
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namespace GFramework.Game.assets;
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/// <summary>
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/// 资源目录系统抽象基类,用于管理和注册游戏中的场景和资源。
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/// 提供了统一的接口来注册和查询不同类型的资产(如游戏单元、模板、普通资源)。
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/// 子类需要实现 <see cref="RegisterAssets"/> 方法以完成具体资产的注册逻辑。
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/// </summary>
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public abstract class AbstractAssetCatalogSystem : AbstractSystem, IAssetCatalogSystem
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{
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private readonly Dictionary<string, AssetCatalog.GameUnitId> _gameUnits = new();
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private readonly Dictionary<string, AssetCatalog.TemplateId> _templates = new();
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private readonly Dictionary<string, AssetCatalog.AssetId> _assets = new();
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/// <summary>
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/// 系统初始化时调用,用于触发资产注册流程。
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/// 此方法会调用抽象方法 <see cref="RegisterAssets"/>,由子类提供实际注册逻辑。
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/// </summary>
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protected override void OnInit()
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{
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RegisterAssets();
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}
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/// <summary>
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/// 抽象方法,必须在子类中重写。用于定义具体的资产注册逻辑。
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/// 在此方法中应通过调用各种 Register 方法将资产信息添加到系统中。
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/// </summary>
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protected abstract void RegisterAssets();
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#region Register(内部 or Module 使用)
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/// <summary>
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/// 注册一个游戏单元(GameUnit),使用指定的键和路径。
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/// </summary>
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/// <param name="key">唯一标识该游戏单元的字符串键。</param>
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/// <param name="path">该游戏单元对应的资源路径。</param>
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/// <exception cref="InvalidOperationException">当键已存在时抛出异常。</exception>
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public void RegisterGameUnit(string key, string path)
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{
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if (!_gameUnits.TryAdd(key, new AssetCatalog.GameUnitId(path)))
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throw new InvalidOperationException($"GameUnit key duplicated: {key}");
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}
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/// <summary>
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/// 根据映射对象注册一个游戏单元(GameUnit)。
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/// </summary>
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/// <param name="mapping">包含键与ID映射关系的对象。</param>
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/// <exception cref="InvalidOperationException">
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/// 当映射ID不是 <see cref="AssetCatalog.GameUnitId"/> 类型或键重复时抛出异常。
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/// </exception>
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public void RegisterGameUnit(AssetCatalog.AssetCatalogMapping mapping)
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{
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if (mapping.Id is not AssetCatalog.GameUnitId sceneId)
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throw new InvalidOperationException("Mapping ID is not a GameUnitId");
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if (!_gameUnits.TryAdd(mapping.Key, sceneId))
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throw new InvalidOperationException($"Scene key duplicated: {mapping.Key}");
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}
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/// <summary>
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/// 注册一个模板资源(Template),使用指定的键和路径。
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/// </summary>
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/// <param name="key">唯一标识该模板的字符串键。</param>
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/// <param name="path">该模板对应的资源路径。</param>
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/// <exception cref="InvalidOperationException">当键已存在时抛出异常。</exception>
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public void RegisterTemplate(string key, string path)
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{
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if (!_templates.TryAdd(key, new AssetCatalog.TemplateId(path)))
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throw new InvalidOperationException($"Template key duplicated: {key}");
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}
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/// <summary>
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/// 根据映射对象注册一个模板资源(Template)。
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/// </summary>
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/// <param name="mapping">包含键与ID映射关系的对象。</param>
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/// <exception cref="InvalidOperationException">
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/// 当映射ID不是 <see cref="AssetCatalog.TemplateId"/> 类型或键重复时抛出异常。
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/// </exception>
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public void RegisterTemplate(AssetCatalog.AssetCatalogMapping mapping)
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{
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if (mapping.Id is not AssetCatalog.TemplateId templateId)
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throw new InvalidOperationException("Mapping ID is not a TemplateId");
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if (!_templates.TryAdd(mapping.Key, templateId))
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throw new InvalidOperationException($"Template key duplicated: {mapping.Key}");
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}
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/// <summary>
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/// 注册一个通用资源(Asset),使用指定的键和路径。
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/// </summary>
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/// <param name="key">唯一标识该资源的字符串键。</param>
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/// <param name="path">该资源对应的资源路径。</param>
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/// <exception cref="InvalidOperationException">当键已存在时抛出异常。</exception>
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public void RegisterAsset(string key, string path)
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{
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if (!_assets.TryAdd(key, new AssetCatalog.AssetId(path)))
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throw new InvalidOperationException($"Asset key duplicated: {key}");
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}
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/// <summary>
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/// 根据映射对象注册一个通用资源(Asset)。
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/// </summary>
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/// <param name="mapping">包含键与ID映射关系的对象。</param>
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/// <exception cref="InvalidOperationException">
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/// 当映射ID不是 <see cref="AssetCatalog.AssetId"/> 类型或键重复时抛出异常。
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/// </exception>
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public void RegisterAsset(AssetCatalog.AssetCatalogMapping mapping)
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{
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if (mapping.Id is not AssetCatalog.AssetId assetId)
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throw new InvalidOperationException("Mapping ID is not a AssetId");
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if (!_assets.TryAdd(mapping.Key, assetId))
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throw new InvalidOperationException($"Asset key duplicated: {mapping.Key}");
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}
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#endregion
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#region Query(对外)
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/// <summary>
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/// 获取指定键对应的游戏单元ID。
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/// </summary>
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/// <param name="key">要查找的游戏单元键。</param>
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/// <returns>对应的游戏单元ID。</returns>
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/// <exception cref="KeyNotFoundException">如果未找到指定键则抛出异常。</exception>
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public AssetCatalog.GameUnitId GetGameUnit(string key) => _gameUnits[key];
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/// <summary>
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/// 获取指定键对应的模板资源ID。
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/// </summary>
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/// <param name="key">要查找的模板资源键。</param>
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/// <returns>对应的模板资源ID。</returns>
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/// <exception cref="KeyNotFoundException">如果未找到指定键则抛出异常。</exception>
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public AssetCatalog.TemplateId GetTemplate(string key) => _templates[key];
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/// <summary>
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/// 获取指定键对应的通用资源ID。
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/// </summary>
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/// <param name="key">要查找的通用资源键。</param>
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/// <returns>对应的通用资源ID。</returns>
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/// <exception cref="KeyNotFoundException">如果未找到指定键则抛出异常。</exception>
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public AssetCatalog.AssetId GetAsset(string key) => _assets[key];
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/// <summary>
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/// 判断是否存在指定键的游戏单元。
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/// </summary>
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/// <param name="key">要检查的游戏单元键。</param>
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/// <returns>若存在返回 true,否则返回 false。</returns>
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public bool HasGameUnit(string key) => _gameUnits.ContainsKey(key);
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/// <summary>
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/// 判断是否存在指定键的模板资源。
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/// </summary>
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/// <param name="key">要检查的模板资源键。</param>
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/// <returns>若存在返回 true,否则返回 false。</returns>
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public bool HasTemplate(string key) => _templates.ContainsKey(key);
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/// <summary>
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/// 判断是否存在指定键的通用资源。
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/// </summary>
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/// <param name="key">要检查的通用资源键。</param>
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/// <returns>若存在返回 true,否则返回 false。</returns>
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public bool HasAsset(string key) => _assets.ContainsKey(key);
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#endregion
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}
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