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https://github.com/GeWuYou/GFramework.git
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- 重命名 AbstractAssetCatalogSystem 为 AbstractAssetCatalogUtility 并继承 AbstractContextUtility - 重命名 IAssetCatalogSystem 为 IAssetCatalogUtility 并继承 IContextUtility 接口 - 重命名 IResourceFactorySystem 为 IResourceFactoryUtility 并继承 IContextUtility 接口 - 重命名 AbstractResourceFactorySystem 为 AbstractResourceFactoryUtility 并调整依赖注入方式 - 重命名 IResourceLoadSystem 为 IResourceLoadUtility 并继承 IContextUtility 接口 - 重命名 ResourceLoadSystem 为 ResourceLoadUtility 并更新内部日志输出信息 - 移除 AbstractAudioManagerSystem 和 IAudioManagerSystem 相关代码 - 更新所有相关依赖注入和类型引用以匹配新的工具组件架构
94 lines
3.5 KiB
C#
94 lines
3.5 KiB
C#
using GFramework.Core.Abstractions.utility;
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namespace GFramework.Game.Abstractions.assets;
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/// <summary>
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/// 资产目录工具接口,提供对场景单元、场景页面和普通资产的管理功能
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/// 继承自IUtility接口,用于处理资产目录相关的操作
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/// </summary>
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public interface IAssetCatalogUtility : IContextUtility
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{
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/// <summary>
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/// 根据指定的键获取场景单元标识符
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/// </summary>
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/// <param name="key">用于查找场景单元的键值</param>
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/// <returns>返回与指定键对应的场景单元标识符</returns>
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AssetCatalog.SceneUnitId GetSceneUnit(string key);
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/// <summary>
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/// 根据指定的键获取场景页面标识符
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/// </summary>
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/// <param name="key">用于查找场景页面的键值</param>
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/// <returns>返回与指定键对应的场景页面标识符</returns>
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AssetCatalog.ScenePageId GetScenePage(string key);
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/// <summary>
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/// 根据指定的键获取资源ID
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/// </summary>
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/// <param name="key">用于查找资源的键值</param>
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/// <returns>返回对应的资源ID,如果未找到则返回默认值</returns>
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AssetCatalog.AssetId GetAsset(string key);
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/// <summary>
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/// 注册场景单元到资产目录中
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/// </summary>
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/// <param name="key">场景单元的唯一标识键</param>
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/// <param name="path">场景单元资源的路径</param>
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public void RegisterSceneUnit(string key, string path);
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/// <summary>
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/// 通过资产目录映射注册场景单元
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/// </summary>
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/// <param name="mapping">包含场景单元信息的资产目录映射对象</param>
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public void RegisterSceneUnit(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 注册场景页面模板
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/// </summary>
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/// <param name="key">场景页面的唯一标识键</param>
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/// <param name="path">场景页面资源路径</param>
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void RegisterScenePage(string key, string path);
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/// <summary>
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/// 通过资产目录映射注册场景页面
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/// </summary>
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/// <param name="mapping">包含场景页面信息的资产目录映射对象</param>
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void RegisterScenePage(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 注册普通资产资源到资产目录中
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/// </summary>
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/// <param name="key">资产的唯一标识键值</param>
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/// <param name="path">资产资源的路径</param>
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void RegisterAsset(string key, string path);
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/// <summary>
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/// 根据映射配置注册普通资产资源到资产目录中
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/// </summary>
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/// <param name="mapping">包含键值和路径映射关系的配置对象</param>
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void RegisterAsset(AssetCatalog.AssetCatalogMapping mapping);
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/// <summary>
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/// 检查是否存在指定键的场景单元
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/// </summary>
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/// <param name="key">用于查找场景单元的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasSceneUnit(string key);
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/// <summary>
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/// 检查是否存在指定键的场景页面
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/// </summary>
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/// <param name="key">用于查找场景页面的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasScenePage(string key);
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/// <summary>
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/// 检查是否存在指定键的资源
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/// </summary>
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/// <param name="key">用于查找资源的键值</param>
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/// <returns>存在返回true,否则返回false</returns>
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bool HasAsset(string key);
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} |