refactor(重构): 重构了事件驱动的代码体系,使用全新命名和版本,以及测试套件的初试
- 移除了.csproj文件 - 更新了.gitignore,添加了.editorconfig - 重构了IBoard和IPiece接口,引入了新的事件处理机制 - 优化了CCBoard、CCPiece等类的实现,使用新的事件驱动模型 - 删除了冗余代码,提高了代码的可读性和可维护性
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@ -1,3 +1,4 @@
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#nullable disable
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using Godot;
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using Godot.Collections;
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using ChineseChess;
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@ -39,15 +40,15 @@ public partial class ChessGame : Node2D {
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sideOpposite = ChessCore.TurnsSideType.Red;
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}
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if (isSession) {
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Game = new(ChessCore.Mode.MultiMode, sideSelf);
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} else {
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Game = new(ChessCore.Mode.SingleMode, sideSelf);
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}
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board.LoadBoard(Game.board);
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// if (isSession) {
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// Game = new(ChessCore.Mode.MultiMode, sideSelf);
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// } else {
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// Game = new(ChessCore.Mode.SingleMode, sideSelf);
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// }
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Game = new(isSession ? ChessCore.Mode.MultiMode : ChessCore.Mode.SingleMode, sideSelf, board);
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Game.Init();
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Game.board.OnStepsChanged += (sender, e) => {
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board.OnStepsChanged += (sender, e) => {
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turnSideEdit.Text = Game.GetTurnsType() == ChessCore.TurnsSideType.Red ? "red" : "black";
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};
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@ -1,3 +1,4 @@
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#nullable disable
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using Godot;
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using Godot.Collections;
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