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https://github.com/GeWuYou/GFramework.git
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- 新增 Architecture 基类与 IArchitecture 接口,实现单例模式与组件注册管理 - 集成 IOC 容器支持系统、模型、工具的依赖注入与生命周期管理 - 实现命令模式基础类 AbstractCommand 与接口 ICommand,支持带返回值命令 - 提供事件系统集成,支持事件的发布与订阅机制 - 添加控制器接口 IController,整合命令发送、事件注册与模型获取能力 - 创建详细的 README 文档说明各组件使用方式与设计模式应用 - 支持命令、查询、事件的统一调度与解耦通信机制
395 lines
9.5 KiB
Markdown
395 lines
9.5 KiB
Markdown
# Query 包使用说明
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## 概述
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Query 包实现了 CQRS(命令查询职责分离)模式中的查询部分。Query 用于封装数据查询逻辑,与 Command 不同的是,Query 有返回值且不应该修改系统状态。
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## 核心接口
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### [`ICanSendQuery`](ICanSendQuery.cs)
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标记接口,表示该类型可以发送查询。
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**继承关系:**
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```csharp
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public interface ICanSendQuery : IBelongToArchitecture
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```
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### [`IQuery<TResult>`](IQuery.cs)
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查询接口,定义了查询的基本契约。
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**核心成员:**
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```csharp
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TResult Do(); // 执行查询并返回结果
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```
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**继承的能力:**
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- `ICanSetArchitecture` - 可设置架构
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- `ICanGetModel` - 可获取 Model
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- `ICanGetSystem` - 可获取 System
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- `ICanSendQuery` - 可发送其他 Query
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## 核心类
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### [`AbstractQuery<T>`](AbstractQuery.cs)
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抽象查询基类,提供了查询的基础实现。
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**使用方式:**
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```csharp
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public abstract class AbstractQuery<T> : IQuery<T>
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{
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public T Do() => OnDo();
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protected abstract T OnDo(); // 子类实现查询逻辑
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}
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```
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## 基本使用
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### 1. 定义查询
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```csharp
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// 查询玩家金币数量
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public class GetPlayerGoldQuery : AbstractQuery<int>
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{
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protected override int OnDo()
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{
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return this.GetModel<PlayerModel>().Gold.Value;
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}
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}
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// 查询玩家是否死亡
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public class IsPlayerDeadQuery : AbstractQuery<bool>
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{
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protected override bool OnDo()
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{
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return this.GetModel<PlayerModel>().Health.Value <= 0;
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}
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}
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// 查询背包中指定物品的数量
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public class GetItemCountQuery : AbstractQuery<int>
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{
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public string ItemId { get; set; }
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protected override int OnDo()
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{
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var inventory = this.GetModel<InventoryModel>();
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return inventory.GetItemCount(ItemId);
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}
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}
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```
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### 2. 发送查询(在 Controller 中)
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```csharp
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public partial class ShopUI : Control, IController
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{
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[Export] private Button _buyButton;
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[Export] private int _itemPrice = 100;
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public IArchitecture GetArchitecture() => GameArchitecture.Interface;
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public override void _Ready()
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{
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_buyButton.Pressed += OnBuyButtonPressed;
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}
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private void OnBuyButtonPressed()
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{
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// 查询玩家金币
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int playerGold = this.SendQuery(new GetPlayerGoldQuery());
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if (playerGold >= _itemPrice)
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{
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// 发送购买命令
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this.SendCommand(new BuyItemCommand { ItemId = "sword_01" });
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}
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else
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{
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GD.Print("金币不足!");
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}
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}
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}
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```
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### 3. 在 System 中使用
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```csharp
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public class CombatSystem : AbstractSystem
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{
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protected override void OnInit()
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{
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// 注册事件监听
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this.RegisterEvent<EnemyAttackEvent>(OnEnemyAttack);
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}
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private void OnEnemyAttack(EnemyAttackEvent e)
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{
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// 查询玩家是否已经死亡
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bool isDead = this.SendQuery(new IsPlayerDeadQuery());
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if (!isDead)
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{
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// 执行伤害逻辑
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this.SendCommand(new TakeDamageCommand { Damage = e.Damage });
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}
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}
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}
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```
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## 高级用法
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### 1. 带参数的复杂查询
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```csharp
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// 查询指定范围内的敌人列表
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public class GetEnemiesInRangeQuery : AbstractQuery<List<Enemy>>
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{
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public Vector3 Center { get; set; }
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public float Radius { get; set; }
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protected override List<Enemy> OnDo()
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{
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var enemySystem = this.GetSystem<EnemySpawnSystem>();
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return enemySystem.GetEnemiesInRange(Center, Radius);
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}
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}
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// 使用
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var enemies = this.SendQuery(new GetEnemiesInRangeQuery
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{
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Center = playerPosition,
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Radius = 10.0f
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});
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```
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### 2. 组合查询
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```csharp
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// 查询玩家是否可以使用技能
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public class CanUseSkillQuery : AbstractQuery<bool>
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{
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public string SkillId { get; set; }
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protected override bool OnDo()
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{
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var playerModel = this.GetModel<PlayerModel>();
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var skillModel = this.GetModel<SkillModel>();
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// 查询技能消耗
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var skillCost = this.SendQuery(new GetSkillCostQuery { SkillId = SkillId });
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// 检查是否满足条件
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return playerModel.Mana.Value >= skillCost.ManaCost
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&& !this.SendQuery(new IsSkillOnCooldownQuery { SkillId = SkillId });
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}
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}
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public class GetSkillCostQuery : AbstractQuery<SkillCost>
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{
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public string SkillId { get; set; }
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protected override SkillCost OnDo()
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{
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return this.GetModel<SkillModel>().GetSkillCost(SkillId);
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}
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}
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public class IsSkillOnCooldownQuery : AbstractQuery<bool>
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{
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public string SkillId { get; set; }
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protected override bool OnDo()
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{
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return this.GetModel<SkillModel>().IsOnCooldown(SkillId);
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}
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}
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```
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### 3. 聚合数据查询
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```csharp
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// 查询玩家战斗力
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public class GetPlayerPowerQuery : AbstractQuery<int>
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{
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protected override int OnDo()
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{
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var playerModel = this.GetModel<PlayerModel>();
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var equipmentModel = this.GetModel<EquipmentModel>();
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int basePower = playerModel.Level.Value * 10;
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int equipmentPower = equipmentModel.GetTotalPower();
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int buffPower = this.SendQuery(new GetBuffPowerQuery());
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return basePower + equipmentPower + buffPower;
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}
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}
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// 查询玩家详细信息(用于UI显示)
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public class GetPlayerInfoQuery : AbstractQuery<PlayerInfo>
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{
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protected override PlayerInfo OnDo()
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{
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var playerModel = this.GetModel<PlayerModel>();
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return new PlayerInfo
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{
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Name = playerModel.Name.Value,
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Level = playerModel.Level.Value,
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Health = playerModel.Health.Value,
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MaxHealth = playerModel.MaxHealth.Value,
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Gold = this.SendQuery(new GetPlayerGoldQuery()),
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Power = this.SendQuery(new GetPlayerPowerQuery())
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};
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}
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}
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```
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### 4. 跨 System 查询
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```csharp
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// 在 AI System 中查询玩家状态
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public class EnemyAISystem : AbstractSystem
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{
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protected override void OnInit() { }
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public void UpdateEnemyBehavior(Enemy enemy)
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{
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// 查询玩家位置
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var playerPos = this.SendQuery(new GetPlayerPositionQuery());
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// 查询玩家是否在攻击范围内
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bool inRange = this.SendQuery(new IsPlayerInRangeQuery
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{
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Position = enemy.Position,
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Range = enemy.AttackRange
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});
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if (inRange)
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{
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// 查询是否可以攻击
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bool canAttack = this.SendQuery(new CanEnemyAttackQuery
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{
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EnemyId = enemy.Id
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});
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if (canAttack)
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{
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this.SendCommand(new EnemyAttackCommand { EnemyId = enemy.Id });
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}
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}
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}
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}
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```
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## Command vs Query
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### Command(命令)
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- **用途**:修改系统状态
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- **返回值**:无返回值(void)
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- **示例**:购买物品、造成伤害、升级角色
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### Query(查询)
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- **用途**:读取数据,不修改状态
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- **返回值**:有返回值
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- **示例**:获取金币数量、检查技能冷却、查询玩家位置
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```csharp
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// ❌ 错误:在 Query 中修改状态
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public class BadQuery : AbstractQuery<int>
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{
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protected override int OnDo()
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{
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var model = this.GetModel<PlayerModel>();
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model.Gold.Value += 100; // 不应该在 Query 中修改数据!
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return model.Gold.Value;
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}
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}
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// ✅ 正确:Query 只读取数据
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public class GoodQuery : AbstractQuery<int>
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{
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protected override int OnDo()
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{
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return this.GetModel<PlayerModel>().Gold.Value;
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}
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}
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// ✅ 修改数据应该使用 Command
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public class AddGoldCommand : AbstractCommand
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{
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public int Amount { get; set; }
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protected override void OnExecute()
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{
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var model = this.GetModel<PlayerModel>();
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model.Gold.Value += Amount;
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}
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}
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```
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## 最佳实践
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1. **查询只读取,不修改** - 保持 Query 的纯粹性
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2. **小而专注** - 每个 Query 只负责一个具体的查询任务
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3. **可组合** - 复杂查询可以通过组合简单查询实现
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4. **避免过度查询** - 如果需要频繁查询,考虑使用 BindableProperty
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5. **命名清晰** - Query 名称应该清楚表达查询意图(Get、Is、Can、Has等前缀)
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## 性能优化
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### 1. 缓存查询结果
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```csharp
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// 在 Model 中缓存复杂计算
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public class PlayerModel : AbstractModel
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{
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private int? _cachedPower;
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public int GetPower()
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{
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if (_cachedPower == null)
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{
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_cachedPower = CalculatePower();
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}
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return _cachedPower.Value;
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}
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private int CalculatePower()
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{
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// 复杂计算...
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return 100;
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}
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public void InvalidatePowerCache()
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{
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_cachedPower = null;
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}
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}
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```
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### 2. 批量查询
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```csharp
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// 一次查询多个数据,而不是多次单独查询
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public class GetMultipleItemCountsQuery : AbstractQuery<Dictionary<string, int>>
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{
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public List<string> ItemIds { get; set; }
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protected override Dictionary<string, int> OnDo()
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{
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var inventory = this.GetModel<InventoryModel>();
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return ItemIds.ToDictionary(id => id, id => inventory.GetItemCount(id));
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}
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}
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```
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## 相关包
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- [`command`](../command/README.md) - CQRS 的命令部分
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- [`model`](../model/README.md) - Query 主要从 Model 获取数据
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- [`system`](../system/README.md) - System 中可以发送 Query
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- [`controller`](../controller/README.md) - Controller 中可以发送 Query
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- [`extensions`](../extensions/README.md) - 提供 SendQuery 扩展方法 |