GFramework/GFramework.Godot/Scene/SceneBehaviorFactory.cs
GeWuYou fb14d7122c docs(style): 更新文档中的命名空间导入格式
- 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
2026-03-10 07:18:49 +08:00

43 lines
1.6 KiB
C#

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