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- 移除模块附加时的节点创建逻辑 - 将输入系统注入移到Install方法中 - 优化输入转换器注册流程 - 简化模块分离时的资源清理过程 - 统一输入系统的访问方式 - 提高代码可读性和维护性
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using GFramework.Core.architecture;
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using GFramework.Core.constants;
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using GFramework.Game.input;
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using GFramework.Godot.architecture;
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using GFramework.Godot.extensions;
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using Godot;
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namespace GFramework.Godot.input;
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/// <summary>
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/// Godot输入模块类,用于管理Godot游戏引擎中的输入系统
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/// </summary>
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/// <typeparam name="T">架构类型,必须继承自Architecture且具有无参构造函数</typeparam>
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public abstract class AbstractGodotInputModule<T> : AbstractGodotModule<T>
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where T : Architecture<T>, new()
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{
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private GodotInputBridge? _node;
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/// <summary>
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/// 启用默认的输入转换器
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/// </summary>
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protected virtual bool EnableDefaultTranslator => false;
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/// <summary>
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/// 架构锚点节点的唯一标识名称
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/// 用于在Godot场景树中创建和查找架构锚点节点
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/// </summary>
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private const string GodotInputBridgeName = $"__${GFrameworkConstants.FrameworkName}__GodotInputBridge__";
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/// <summary>
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/// 获取模块对应的节点对象
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/// </summary>
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/// <exception cref="InvalidOperationException">当节点尚未创建时抛出异常</exception>
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public override Node Node => _node
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?? throw new InvalidOperationException("Node not created yet");
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public override void OnDetach()
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{
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// 释放节点资源并清理引用
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Node.QueueFreeX();
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_node = null;
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}
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/// <summary>
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/// 安装模块时调用此方法,用于获取所需的系统组件
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/// </summary>
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/// <param name="architecture">当前架构实例</param>
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public override void Install(IArchitecture architecture)
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{
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// 从架构中获取输入系统实例
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var inputSystem = architecture.GetSystem<InputSystem>()!;
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if (EnableDefaultTranslator)
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{
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// 注册输入转换器
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inputSystem.RegisterTranslator(new GodotInputTranslator(), true);
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}
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RegisterTranslator(inputSystem);
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// 创建Godot输入桥接节点并绑定输入系统
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_node = new GodotInputBridge { Name = GodotInputBridgeName };
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_node.Bind(inputSystem);
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}
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/// <summary>
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/// 注册翻译器的抽象方法,由子类实现具体的注册逻辑
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/// </summary>
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/// <param name="inputSystem">输入系统实例</param>
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protected abstract void RegisterTranslator(InputSystem inputSystem);
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} |