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- 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
43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using GFramework.Game.Abstractions.Scene;
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using Godot;
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namespace GFramework.Godot.Scene;
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/// <summary>
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/// 场景行为工厂类,根据节点类型自动创建合适的场景行为实例。
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/// 使用模式匹配选择最适合的行为类型。
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/// </summary>
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public static class SceneBehaviorFactory
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{
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/// <summary>
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/// 根据节点类型创建对应的场景行为实例。
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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="owner">场景节点的所有者实例。</param>
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/// <param name="key">场景的唯一标识键。</param>
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/// <returns>创建的场景行为实例。</returns>
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public static ISceneBehavior Create<T>(T owner, string key)
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where T : Node
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{
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return owner switch
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{
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Node2D node2D => new Node2DSceneBehavior(node2D, key),
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Node3D node3D => new Node3DSceneBehavior(node3D, key),
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Control control => new ControlSceneBehavior(control, key),
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_ => new GenericSceneBehavior(owner, key)
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};
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}
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} |