GFramework/GFramework.Godot/input/AbstractGodotInputModule.cs
GeWuYou f8a6155921 refactor(input): 重构Godot输入模块以优化架构集成
- 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
2025-12-22 12:43:39 +08:00

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using GFramework.Core.architecture;
using GFramework.Core.constants;
using GFramework.Game.input;
using GFramework.Godot.architecture;
using GFramework.Godot.extensions;
using Godot;
namespace GFramework.Godot.input;
/// <summary>
/// Godot输入模块类用于管理Godot游戏引擎中的输入系统
/// </summary>
/// <typeparam name="T">架构类型必须继承自Architecture且具有无参构造函数</typeparam>
public abstract class AbstractGodotInputModule<T> : AbstractGodotModule<T>
where T : Architecture<T>, new()
{
private GodotInputBridge? _node;
/// <summary>
/// 启用默认的输入转换器
/// </summary>
protected virtual bool EnableDefaultTranslator => false;
/// <summary>
/// 架构锚点节点的唯一标识名称
/// 用于在Godot场景树中创建和查找架构锚点节点
/// </summary>
private const string GodotInputBridgeName = $"__${GFrameworkConstants.FrameworkName}__GodotInputBridge__";
/// <summary>
/// 获取模块对应的节点对象
/// </summary>
/// <exception cref="InvalidOperationException">当节点尚未创建时抛出异常</exception>
public override Node Node => _node
?? throw new InvalidOperationException("Node not created yet");
public override void OnDetach()
{
// 释放节点资源并清理引用
Node.QueueFreeX();
_node = null;
}
/// <summary>
/// 安装模块时调用此方法,用于获取所需的系统组件
/// </summary>
/// <param name="architecture">当前架构实例</param>
public override void Install(IArchitecture architecture)
{
// 从架构中获取输入系统实例
var inputSystem = architecture.GetSystem<InputSystem>()!;
if (EnableDefaultTranslator)
{
// 注册输入转换器
inputSystem.RegisterTranslator(new GodotInputTranslator(), true);
}
RegisterTranslator(inputSystem);
// 创建Godot输入桥接节点并绑定输入系统
_node = new GodotInputBridge { Name = GodotInputBridgeName };
_node.Bind(inputSystem);
}
/// <summary>
/// 注册翻译器的抽象方法,由子类实现具体的注册逻辑
/// </summary>
/// <param name="inputSystem">输入系统实例</param>
protected abstract void RegisterTranslator(InputSystem inputSystem);
}