refactor:重构项目架构为分层结构
## 🏗️ 主要变更 ### 目录结构重构 - 将 core/ 迁移到 _Core/(框架层) - 将 scenes/ 重构为 Scenes/(玩法层)和 UI/(界面层) - 将 data/ 迁移到 Config/(配置层) - 添加 Assets/ 资源层和 Utils/ 工具层 - 将 scripts/ 迁移到 tools/(开发工具) ### 架构分层 - **_Core/**: 框架层 - 全局单例和管理器 - **Scenes/**: 玩法层 - 游戏场景和实体 - **UI/**: 界面层 - HUD、窗口、对话系统 - **Assets/**: 资源层 - 精灵图、音频、字体 - **Config/**: 配置层 - 游戏配置和本地化 - **Utils/**: 工具层 - 通用辅助脚本 ### 文件更新 - 更新 project.godot 中的所有路径引用 - 更新自动加载脚本路径 - 更新测试文件的引用路径 - 添加 REFACTORING.md 详细说明 - 添加 MIGRATION_COMPLETE.md 迁移完成标记 - 更新 README.md 反映新架构 ### 设计原则 - ✅ 清晰的分层(框架/玩法/界面) - ✅ 场景内聚(脚本紧邻场景文件) - ✅ 组件化设计(可复用组件) - ✅ 职责单一(每个目录职责明确) ## 📋 详细信息 查看 REFACTORING.md 了解完整的重构说明和迁移映射表 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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_Core/systems/EventSystem.gd
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_Core/systems/EventSystem.gd
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extends Node
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# 全局事件系统 - 提供解耦的事件通信机制
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# 允许不同模块之间通过事件进行通信,避免直接依赖
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# 事件监听器存储
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var event_listeners: Dictionary = {}
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func _ready():
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print("EventSystem 初始化完成")
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# 注册事件监听器
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func connect_event(event_name: String, callback: Callable, target: Node = null):
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if not event_listeners.has(event_name):
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event_listeners[event_name] = []
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var listener_info = {
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"callback": callback,
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"target": target
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}
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event_listeners[event_name].append(listener_info)
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print("注册事件监听器: ", event_name, " -> ", callback)
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# 移除事件监听器
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func disconnect_event(event_name: String, callback: Callable, target: Node = null):
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if not event_listeners.has(event_name):
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return
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var listeners = event_listeners[event_name]
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for i in range(listeners.size() - 1, -1, -1):
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var listener = listeners[i]
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if listener.callback == callback and listener.target == target:
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listeners.remove_at(i)
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print("移除事件监听器: ", event_name, " -> ", callback)
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break
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# 发送事件
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func emit_event(event_name: String, data: Variant = null):
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print("发送事件: ", event_name, " 数据: ", data)
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if not event_listeners.has(event_name):
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return
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var listeners = event_listeners[event_name]
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for listener_info in listeners:
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var target = listener_info.target
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var callback = listener_info.callback
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# 检查目标节点是否仍然有效
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if target != null and not is_instance_valid(target):
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continue
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# 调用回调函数
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if data != null:
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callback.call(data)
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else:
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callback.call()
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# 清理无效的监听器
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func cleanup_invalid_listeners():
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for event_name in event_listeners.keys():
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var listeners = event_listeners[event_name]
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for i in range(listeners.size() - 1, -1, -1):
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var listener = listeners[i]
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var target = listener.target
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if target != null and not is_instance_valid(target):
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listeners.remove_at(i)
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print("清理无效监听器: ", event_name)
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# 获取事件监听器数量
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func get_listener_count(event_name: String) -> int:
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if not event_listeners.has(event_name):
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return 0
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return event_listeners[event_name].size()
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# 清空所有事件监听器
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func clear_all_listeners():
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event_listeners.clear()
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print("清空所有事件监听器")
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1
_Core/systems/EventSystem.gd.uid
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1
_Core/systems/EventSystem.gd.uid
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uid://bfheblucmti24
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