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新增 GodotInputModule 和相关输入事件类型,实现 Godot 输入系统与游戏框架的桥接。 重构架构锚点类名及其引用,统一使用 GFrameworkConstants 中定义的框架名称常量。 添加 AbstractGodotModule 基类以规范模块行为,并完善输入事件记录类定义。
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using GFramework.Core.architecture;
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using Godot;
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namespace GFramework.Godot.architecture;
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/// <summary>
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/// 抽象的Godot模块基类,用于定义Godot框架中的模块行为
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/// </summary>
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/// <typeparam name="T">架构类型,必须继承自Architecture并且有无参构造函数</typeparam>
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public abstract class AbstractGodotModule<T>: IGodotModule<T> where T : Architecture<T>, new()
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{
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/// <summary>
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/// 当架构阶段发生变化时调用此方法
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/// </summary>
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/// <param name="phase">当前的架构阶段</param>
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/// <param name="arch">架构实例</param>
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public virtual void OnPhase(ArchitecturePhase phase, IArchitecture arch)
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{
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}
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/// <summary>
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/// 当架构阶段发生变化时调用此方法
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/// </summary>
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/// <param name="phase">当前的架构阶段</param>
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public virtual void OnArchitecturePhase(ArchitecturePhase phase)
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{
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}
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/// <summary>
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/// 安装模块到指定架构中
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/// </summary>
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/// <param name="architecture">要安装到的架构实例</param>
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public abstract void Install(IArchitecture architecture);
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/// <summary>
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/// 获取模块关联的Godot节点
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/// </summary>
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public abstract Node Node { get; }
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/// <summary>
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/// 当模块被附加到架构时调用此方法
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/// </summary>
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/// <param name="architecture">被附加到的架构实例</param>
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public virtual void OnAttach(Architecture<T> architecture)
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{
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}
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/// <summary>
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/// 当模块从架构中分离时调用此方法
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/// </summary>
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public virtual void OnDetach()
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{
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}
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}
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