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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
41 lines
1.6 KiB
C#
41 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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namespace GFramework.Game.Abstractions.Data;
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/// <summary>
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/// 定义设置数据仓库接口,用于管理应用程序设置数据的存储和检索
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/// </summary>
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/// <remarks>
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/// 该接口继承自IDataRepository,专门用于处理配置设置相关的数据操作
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/// </remarks>
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public interface ISettingsDataRepository : IDataRepository
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{
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/// <summary>
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/// 异步加载所有设置项
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/// </summary>
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/// <returns>
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/// 返回一个包含所有设置键值对的字典,其中键为设置名称,值为对应的设置数据对象
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/// </returns>
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/// <remarks>
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/// 此方法将从数据源中异步读取所有可用的设置项,并将其组织成字典格式返回
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/// </remarks>
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Task<IDictionary<string, IData>> LoadAllAsync();
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/// <summary>
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/// 注册数据类型到类型注册表中
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/// </summary>
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/// <param name="location">数据位置信息,用于获取键值</param>
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/// <param name="type">数据类型</param>
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void RegisterDataType(IDataLocation location, Type type);
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} |