ZZY e16f76e11f 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
2024-11-24 15:42:30 +08:00

118 lines
3.6 KiB
C#

#nullable disable
using System.Collections.Generic;
using Godot;
using RPPackage;
public partial class Global : Node {
public RPClientEDWS RPClient = new();
public string sessionId;
public Node CurrentScene { get; set; }
public Theme GlobalTheme = null;
readonly GodotConfigManager GlobalConfig = new("user://config.cfg");
public Dictionary<string, Variant> GlobalConfigDict = new() {
{"font_size", 20},
{"server_url", "wss://game.zzyxyz.com/"},
{"user_name", "undefined"}
};
public Dictionary<string, Variant> GlobalData = new() {
{"player_color", "red"},
};
// Called when the node enters the scene tree for the first time.
public override void _Ready() {
if (OS.GetName() == "Android") {
bool ret = OS.RequestPermissions();
GD.Print($"RequestPermissions ret is {ret}");
}
// OS.RequestPermissions();
RPClient.OnRPCError += (string errCode, string type, string cmd, string errMsg) => {
GD.PrintErr($"errCode {errCode}, type/cmd {type}/{cmd}, errMsg {errMsg}");
};
RPClient.OnClose += (string eventName, object[] args) => {
SetProcess(false);
};
Viewport root = GetTree().Root;
CurrentScene = root.GetChild(root.GetChildCount() - 1);
GlobalConfig.LoadConfig("Global", GlobalConfigDict);
SetProcess(false);
}
public void ConfigFlush() {
int font_size = (int)GlobalConfigDict["font_size"];
GlobalTheme.DefaultFontSize = font_size;
// GlobalTheme?.SetFontSize("font_size", "Label", font_size);
// GlobalTheme?.SetFontSize("font_size", "Button", font_size);
// GlobalTheme?.SetFontSize("font_size", "TextEdit", font_size);
// GlobalTheme?.SetFontSize("font_size", "LineEdit", font_size);
// CurrentScene.GetWindow().AddThemeFontSizeOverride("Control", (int)GlobalConfigDict["font_size"]);
}
private void OnGotoScene() {
ConfigFlush();
}
public void SaveConfig() {
GlobalConfig.SaveConfig("Global", GlobalConfigDict);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta) {
RPClient.PollEx(delta);
}
public override void _Notification(int what) {
if (what == NotificationWMCloseRequest) {
// SaveConfig();
RPClient.Close();
GetTree().Quit(); // default behavior
}
}
public delegate void ChangeSceneCallback(Node newSence);
private static ChangeSceneCallback changeSceneCallback = null;
public void GotoScene(string path, ChangeSceneCallback callback = null) {
// This function will usually be called from a signal callback,
// or some other function from the current scene.
// Deleting the current scene at this point is
// a bad idea, because it may still be executing code.
// This will result in a crash or unexpected behavior.
// The solution is to defer the load to a later time, when
// we can be sure that no code from the current scene is running:
if (callback != null) {
changeSceneCallback = callback;
}
Callable callbackWrapper = new(null, nameof(changeSceneCallback));
CallDeferred(MethodName.DeferredGotoScene, path, callbackWrapper);
changeSceneCallback = null;
}
public void DeferredGotoScene(string path, Callable onLoaded) {
// It is now safe to remove the current scene.
CurrentScene.Free();
// Load a new scene.
var nextScene = GD.Load<PackedScene>(path);
// Instance the new scene.
CurrentScene = nextScene.Instantiate();
if (changeSceneCallback != null) {
onLoaded.Call(CurrentScene);
}
// Add it to the active scene, as child of root.
GetTree().Root.AddChild(CurrentScene);
// Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
GetTree().CurrentScene = CurrentScene;
OnGotoScene();
}
}