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- 新增游戏内容配置系统完整文档,包含 YAML 配置、JSON Schema 结构描述 - 添加推荐目录结构和配置示例,支持怪物、物品、技能等静态内容管理 - 实现 Source Generator 自动生成配置类型、表包装和注册访问辅助功能 - 集成 VS Code 插件提供配置浏览、raw 编辑、schema 打开和校验功能 - 添加生成查询辅助,为顶层标量字段生成 FindBy* 与 TryFindFirstBy* 方法 - 实现开发期热重载功能,支持配置文件修改后自动刷新运行时表 - 添加跨表引用校验,支持 x-gframework-ref-table 声明的引用关系检查 - 新增集成测试验证生成器自动拾取 schema 并支持强类型访问入口 - 添加 IsExternalInit 类型支持低版本 .NET 框架的 init-only setter 功能
154 lines
6.2 KiB
Plaintext
154 lines
6.2 KiB
Plaintext
// <auto-generated />
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#nullable enable
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namespace GFramework.Game.Config.Generated;
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/// <summary>
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/// Auto-generated table wrapper for schema file 'monster.schema.json'.
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/// The wrapper keeps generated call sites strongly typed while delegating actual storage to the runtime config table implementation.
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/// </summary>
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public sealed partial class MonsterTable : global::GFramework.Game.Abstractions.Config.IConfigTable<int, MonsterConfig>
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{
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private readonly global::GFramework.Game.Abstractions.Config.IConfigTable<int, MonsterConfig> _inner;
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/// <summary>
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/// Creates a generated table wrapper around the runtime config table instance.
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/// </summary>
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/// <param name="inner">The runtime config table instance.</param>
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public MonsterTable(global::GFramework.Game.Abstractions.Config.IConfigTable<int, MonsterConfig> inner)
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{
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_inner = inner ?? throw new global::System.ArgumentNullException(nameof(inner));
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}
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/// <inheritdoc />
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public global::System.Type KeyType => _inner.KeyType;
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/// <inheritdoc />
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public global::System.Type ValueType => _inner.ValueType;
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/// <inheritdoc />
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public int Count => _inner.Count;
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/// <inheritdoc />
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public MonsterConfig Get(int key)
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{
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return _inner.Get(key);
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}
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/// <inheritdoc />
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public bool TryGet(int key, out MonsterConfig? value)
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{
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return _inner.TryGet(key, out value);
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}
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/// <inheritdoc />
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public bool ContainsKey(int key)
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{
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return _inner.ContainsKey(key);
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}
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/// <inheritdoc />
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public global::System.Collections.Generic.IReadOnlyCollection<MonsterConfig> All()
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{
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return _inner.All();
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}
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/// <summary>
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/// Finds all config entries whose property 'name' equals the supplied value.
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/// </summary>
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/// <param name="value">The property value to match.</param>
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/// <returns>A read-only snapshot containing every matching config entry.</returns>
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/// <remarks>
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/// The generated helper performs a deterministic linear scan over <see cref="All"/> so it stays compatible with runtime hot reload and does not require secondary index infrastructure.
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/// </remarks>
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public global::System.Collections.Generic.IReadOnlyList<MonsterConfig> FindByName(string value)
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{
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var matches = new global::System.Collections.Generic.List<MonsterConfig>();
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// Scan the current table snapshot on demand so generated helpers stay aligned with reloadable runtime data.
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foreach (var candidate in All())
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{
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if (global::System.Collections.Generic.EqualityComparer<string>.Default.Equals(candidate.Name, value))
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{
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matches.Add(candidate);
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}
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}
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return matches.Count == 0 ? global::System.Array.Empty<MonsterConfig>() : matches.AsReadOnly();
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}
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/// <summary>
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/// Tries to find the first config entry whose property 'name' equals the supplied value.
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/// </summary>
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/// <param name="value">The property value to match.</param>
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/// <param name="result">The first matching config entry when lookup succeeds; otherwise <see langword="null" />.</param>
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/// <returns><see langword="true" /> when a matching config entry is found; otherwise <see langword="false" />.</returns>
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/// <remarks>
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/// The generated helper walks the same snapshot exposed by <see cref="All"/> and returns the first match in iteration order.
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/// </remarks>
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public bool TryFindFirstByName(string value, out MonsterConfig? result)
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{
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// Keep the search path allocation-free for the first-match case by exiting as soon as one entry matches.
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foreach (var candidate in All())
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{
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if (global::System.Collections.Generic.EqualityComparer<string>.Default.Equals(candidate.Name, value))
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{
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result = candidate;
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return true;
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}
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}
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result = null;
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return false;
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}
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/// <summary>
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/// Finds all config entries whose property 'hp' equals the supplied value.
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/// </summary>
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/// <param name="value">The property value to match.</param>
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/// <returns>A read-only snapshot containing every matching config entry.</returns>
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/// <remarks>
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/// The generated helper performs a deterministic linear scan over <see cref="All"/> so it stays compatible with runtime hot reload and does not require secondary index infrastructure.
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/// </remarks>
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public global::System.Collections.Generic.IReadOnlyList<MonsterConfig> FindByHp(int? value)
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{
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var matches = new global::System.Collections.Generic.List<MonsterConfig>();
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// Scan the current table snapshot on demand so generated helpers stay aligned with reloadable runtime data.
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foreach (var candidate in All())
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{
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if (global::System.Collections.Generic.EqualityComparer<int?>.Default.Equals(candidate.Hp, value))
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{
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matches.Add(candidate);
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}
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}
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return matches.Count == 0 ? global::System.Array.Empty<MonsterConfig>() : matches.AsReadOnly();
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}
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/// <summary>
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/// Tries to find the first config entry whose property 'hp' equals the supplied value.
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/// </summary>
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/// <param name="value">The property value to match.</param>
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/// <param name="result">The first matching config entry when lookup succeeds; otherwise <see langword="null" />.</param>
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/// <returns><see langword="true" /> when a matching config entry is found; otherwise <see langword="false" />.</returns>
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/// <remarks>
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/// The generated helper walks the same snapshot exposed by <see cref="All"/> and returns the first match in iteration order.
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/// </remarks>
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public bool TryFindFirstByHp(int? value, out MonsterConfig? result)
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{
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// Keep the search path allocation-free for the first-match case by exiting as soon as one entry matches.
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foreach (var candidate in All())
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{
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if (global::System.Collections.Generic.EqualityComparer<int?>.Default.Equals(candidate.Hp, value))
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{
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result = candidate;
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return true;
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}
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}
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result = null;
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return false;
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}
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}
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