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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]
84 lines
2.9 KiB
C#
84 lines
2.9 KiB
C#
using GFramework.Core.system;
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using GFramework.Game.assets;
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using Godot;
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namespace GFramework.Godot.system;
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/// <summary>
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/// 资源加载系统接口,提供资源和场景的加载、实例化、预加载等功能
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/// </summary>
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public interface IResourceLoadSystem : ISystem
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{
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/// <summary>
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/// 加载指定路径的资源
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/// </summary>
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/// <typeparam name="T">资源类型,必须继承自Resource</typeparam>
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/// <param name="path">资源路径</param>
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/// <returns>加载的资源实例</returns>
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public T? LoadResource<T>(string path) where T : Resource;
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/// <summary>
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/// 获取场景加载器,用于延迟加载场景
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/// </summary>
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/// <param name="path">场景路径</param>
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/// <returns>场景的延迟加载包装器</returns>
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public Lazy<PackedScene> GetSceneLoader(string path);
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/// <summary>
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/// 创建指定路径场景的实例
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/// </summary>
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/// <typeparam name="T">节点类型,必须继承自Node</typeparam>
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/// <param name="path">场景路径</param>
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/// <returns>场景实例化的节点对象</returns>
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public T? CreateInstance<T>(string path) where T : Node;
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/// <summary>
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/// 获取或注册游戏单位工厂函数
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/// </summary>
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/// <typeparam name="T">节点类型,必须继承自Node</typeparam>
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/// <param name="id">场景资源标识符</param>
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/// <returns>创建场景实例的工厂函数</returns>
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Func<T> GetOrRegisterGameUnitFactory<T>(
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AssetCatalog.GameUnitId id
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) where T : Node;
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/// <summary>
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/// 获取或注册模板资源工厂函数
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/// </summary>
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/// <typeparam name="T">节点类型,必须继承自Node</typeparam>
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/// <param name="id">模板资源标识符</param>
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/// <returns>创建模板实例的工厂函数</returns>
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Func<T> GetOrRegisterTemplateFactory<T>(
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AssetCatalog.TemplateId id
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) where T : Node;
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/// <summary>
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/// 获取或注册通用资产工厂函数
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/// </summary>
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/// <typeparam name="T">资源类型,必须继承自Resource</typeparam>
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/// <param name="id">资产资源标识符</param>
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/// <param name="duplicate">是否对原始资源进行复制操作,默认为false</param>
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/// <returns>创建资产实例的工厂函数</returns>
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Func<T> GetOrRegisterAssetFactory<T>(
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AssetCatalog.AssetId id,
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bool duplicate = false
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) where T : Resource;
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/// <summary>
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/// 预加载指定路径的多个资源
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/// </summary>
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/// <param name="paths">需要预加载的资源路径集合</param>
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public void Preload(IEnumerable<string> paths);
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/// <summary>
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/// 卸载指定路径的资源
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/// </summary>
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/// <param name="path">需要卸载的资源路径</param>
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public void Unload(string path);
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/// <summary>
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/// 清除所有已加载的资源
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/// </summary>
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public void ClearAll();
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}
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