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- 实现 ToAndCall 方法连接信号到指定可调用对象 - 支持传递参数并在连接后立即执行调用 - 返回当前构建器实例以支持链式调用 - 完善方法注释文档说明功能用途 - 保持原有 API 结构不变确保兼容性
59 lines
1.7 KiB
C#
59 lines
1.7 KiB
C#
using Godot;
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namespace GFramework.Godot.extensions.signal;
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/// <summary>
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/// 信号连接构建器,用于以流畅的方式连接Godot信号
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/// </summary>
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/// <param name="target">要连接信号的目标节点</param>
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/// <param name="signal">要连接的信号名称</param>
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public sealed class SignalBuilder(GodotObject target, StringName signal)
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{
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private GodotObject.ConnectFlags? _flags;
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/// <summary>
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/// 设置连接标志
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/// </summary>
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/// <param name="flags">连接标志</param>
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/// <returns>当前构建器实例</returns>
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public SignalBuilder WithFlags(GodotObject.ConnectFlags flags)
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{
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_flags = flags;
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return this;
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}
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/// <summary>
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/// 连接信号到指定的可调用对象
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/// </summary>
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/// <param name="callable">要连接的可调用对象</param>
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/// <returns>当前构建器实例</returns>
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public SignalBuilder To(Callable callable)
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{
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// 根据是否设置了标志来决定连接方式
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if (_flags is null)
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target.Connect(signal, callable);
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else
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target.Connect(signal, callable, (uint)_flags);
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return this;
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}
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/// <summary>
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/// 连接信号到指定的可调用对象并立即调用
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/// </summary>
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/// <param name="callable">要连接的可调用对象</param>
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/// <param name="args">调用参数</param>
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/// <returns>当前构建器实例</returns>
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public SignalBuilder ToAndCall(Callable callable, params Variant[] args)
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{
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To(callable);
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callable.Call(args);
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return this;
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}
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/// <summary>
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/// 显式结束,返回 Node
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/// </summary>
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/// <returns>目标节点</returns>
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public GodotObject End() => target;
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} |