GFramework/GFramework.Godot/assets/IResourceLoadUtility.cs
GwWuYou 8c8555985d refactor(assets): 将系统组件重构为工具组件以优化架构设计
- 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
2026-01-09 19:31:46 +08:00

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using GFramework.Core.Abstractions.utility;
using GFramework.Game.Abstractions.assets;
using Godot;
namespace GFramework.Godot.assets;
/// <summary>
/// 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
/// </summary>
public interface IResourceLoadUtility : IContextUtility
{
/// <summary>
/// 加载指定路径的资源
/// </summary>
/// <typeparam name="T">资源类型必须继承自Resource</typeparam>
/// <param name="path">资源路径</param>
/// <returns>加载的资源实例</returns>
public T? LoadResource<T>(string path) where T : Resource;
/// <summary>
/// 获取场景加载器,用于延迟加载场景
/// </summary>
/// <param name="path">场景路径</param>
/// <returns>场景的延迟加载包装器</returns>
public Lazy<PackedScene> GetSceneLoader(string path);
/// <summary>
/// 创建指定路径场景的实例
/// </summary>
/// <typeparam name="T">节点类型必须继承自Node</typeparam>
/// <param name="path">场景路径</param>
/// <returns>场景实例化的节点对象</returns>
public T? CreateInstance<T>(string path) where T : Node;
/// <summary>
/// 获取或注册游戏单位工厂函数
/// </summary>
/// <typeparam name="T">节点类型必须继承自Node</typeparam>
/// <param name="id">场景资源标识符</param>
/// <returns>创建场景实例的工厂函数</returns>
Func<T> GetOrRegisterGameUnitFactory<T>(
AssetCatalog.SceneUnitId id
) where T : Node;
/// <summary>
/// 获取或注册模板资源工厂函数
/// </summary>
/// <typeparam name="T">节点类型必须继承自Node</typeparam>
/// <param name="id">模板资源标识符</param>
/// <returns>创建模板实例的工厂函数</returns>
Func<T> GetOrRegisterTemplateFactory<T>(
AssetCatalog.ScenePageId id
) where T : Node;
/// <summary>
/// 获取或注册通用资产工厂函数
/// </summary>
/// <typeparam name="T">资源类型必须继承自Resource</typeparam>
/// <param name="id">资产资源标识符</param>
/// <param name="duplicate">是否对原始资源进行复制操作默认为false</param>
/// <returns>创建资产实例的工厂函数</returns>
Func<T> GetOrRegisterAssetFactory<T>(
AssetCatalog.AssetId id,
bool duplicate = false
) where T : Resource;
/// <summary>
/// 预加载指定路径的多个资源
/// </summary>
/// <param name="paths">需要预加载的资源路径集合</param>
public void Preload(IEnumerable<string> paths);
/// <summary>
/// 卸载指定路径的资源
/// </summary>
/// <param name="path">需要卸载的资源路径</param>
public void Unload(string path);
/// <summary>
/// 清除所有已加载的资源
/// </summary>
public void ClearAll();
}