mirror of
https://github.com/GeWuYou/GFramework.git
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- 重命名 AbstractAssetCatalogSystem 为 AbstractAssetCatalogUtility 并继承 AbstractContextUtility - 重命名 IAssetCatalogSystem 为 IAssetCatalogUtility 并继承 IContextUtility 接口 - 重命名 IResourceFactorySystem 为 IResourceFactoryUtility 并继承 IContextUtility 接口 - 重命名 AbstractResourceFactorySystem 为 AbstractResourceFactoryUtility 并调整依赖注入方式 - 重命名 IResourceLoadSystem 为 IResourceLoadUtility 并继承 IContextUtility 接口 - 重命名 ResourceLoadSystem 为 ResourceLoadUtility 并更新内部日志输出信息 - 移除 AbstractAudioManagerSystem 和 IAudioManagerSystem 相关代码 - 更新所有相关依赖注入和类型引用以匹配新的工具组件架构
83 lines
2.9 KiB
C#
83 lines
2.9 KiB
C#
using GFramework.Core.Abstractions.utility;
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using GFramework.Game.Abstractions.assets;
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using Godot;
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namespace GFramework.Godot.assets;
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/// <summary>
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/// 资源加载系统接口,提供资源和场景的加载、实例化、预加载等功能
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/// </summary>
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public interface IResourceLoadUtility : IContextUtility
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{
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/// <summary>
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/// 加载指定路径的资源
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/// </summary>
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/// <typeparam name="T">资源类型,必须继承自Resource</typeparam>
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/// <param name="path">资源路径</param>
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/// <returns>加载的资源实例</returns>
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public T? LoadResource<T>(string path) where T : Resource;
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/// <summary>
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/// 获取场景加载器,用于延迟加载场景
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/// </summary>
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/// <param name="path">场景路径</param>
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/// <returns>场景的延迟加载包装器</returns>
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public Lazy<PackedScene> GetSceneLoader(string path);
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/// <summary>
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/// 创建指定路径场景的实例
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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="path">场景路径</param>
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/// <returns>场景实例化的节点对象</returns>
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public T? CreateInstance<T>(string path) where T : Node;
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/// <summary>
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/// 获取或注册游戏单位工厂函数
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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="id">场景资源标识符</param>
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/// <returns>创建场景实例的工厂函数</returns>
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Func<T> GetOrRegisterGameUnitFactory<T>(
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AssetCatalog.SceneUnitId id
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) where T : Node;
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/// <summary>
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/// 获取或注册模板资源工厂函数
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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="id">模板资源标识符</param>
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/// <returns>创建模板实例的工厂函数</returns>
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Func<T> GetOrRegisterTemplateFactory<T>(
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AssetCatalog.ScenePageId id
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) where T : Node;
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/// <summary>
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/// 获取或注册通用资产工厂函数
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/// </summary>
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/// <typeparam name="T">资源类型,必须继承自Resource</typeparam>
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/// <param name="id">资产资源标识符</param>
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/// <param name="duplicate">是否对原始资源进行复制操作,默认为false</param>
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/// <returns>创建资产实例的工厂函数</returns>
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Func<T> GetOrRegisterAssetFactory<T>(
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AssetCatalog.AssetId id,
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bool duplicate = false
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) where T : Resource;
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/// <summary>
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/// 预加载指定路径的多个资源
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/// </summary>
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/// <param name="paths">需要预加载的资源路径集合</param>
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public void Preload(IEnumerable<string> paths);
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/// <summary>
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/// 卸载指定路径的资源
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/// </summary>
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/// <param name="path">需要卸载的资源路径</param>
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public void Unload(string path);
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/// <summary>
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/// 清除所有已加载的资源
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/// </summary>
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public void ClearAll();
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} |