GFramework/GFramework.Godot/Scene/GodotSceneFactory.cs
GeWuYou fb14d7122c docs(style): 更新文档中的命名空间导入格式
- 将所有小写的命名空间导入更正为首字母大写格式
- 统一 GFramework 框架的命名空间引用规范
- 修复 core、ecs、godot 等模块的命名空间导入错误
- 标准化文档示例代码中的 using 语句格式
- 确保所有文档中的命名空间引用保持一致性
- 更新 global using 语句以匹配正确的命名空间格式
2026-03-10 07:18:49 +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>()!;
}
}