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>
This commit is contained in:
王浩
2025-12-31 11:36:01 +08:00
parent b1f3c0feff
commit 0b533189ec
93 changed files with 1466 additions and 470 deletions

116
scenes/Maps/MainScene.gd Normal file
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extends Control
# 场景节点引用
@onready var auth_scene: Control = $AuthScene
@onready var main_game_ui: Control = $MainGameUI
@onready var user_label: Label = $MainGameUI/TopBar/HBoxContainer/UserLabel
@onready var logout_button: Button = $MainGameUI/TopBar/HBoxContainer/LogoutButton
# 游戏功能按钮
@onready var explore_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/ExploreButton
@onready var inventory_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/InventoryButton
@onready var shop_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/ShopButton
@onready var friends_button: Button = $MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid/FriendsButton
# 状态标签
@onready var level_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/LevelLabel
@onready var coins_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/CoinsLabel
@onready var exp_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/ExpLabel
@onready var energy_label: Label = $MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer/StatusGrid/EnergyLabel
# 游戏状态
enum GameState {
AUTH, # 登录/注册状态
MAIN_GAME # 主游戏状态
}
var current_state: GameState = GameState.AUTH
var current_user: String = ""
# 玩家数据
var player_level: int = 1
var player_coins: int = 100
var player_exp: int = 0
var player_max_exp: int = 100
var player_energy: int = 100
var player_max_energy: int = 100
func _ready():
# 初始化游戏状态
setup_game()
# 连接登录成功信号
auth_scene.login_success.connect(_on_login_success)
# 连接按钮信号
logout_button.pressed.connect(_on_logout_pressed)
explore_button.pressed.connect(_on_explore_pressed)
inventory_button.pressed.connect(_on_inventory_pressed)
shop_button.pressed.connect(_on_shop_pressed)
friends_button.pressed.connect(_on_friends_pressed)
func setup_game():
# 设置初始状态为登录界面
show_auth_scene()
func show_auth_scene():
current_state = GameState.AUTH
auth_scene.visible = true
main_game_ui.visible = false
func show_main_game():
current_state = GameState.MAIN_GAME
auth_scene.visible = false
main_game_ui.visible = true
user_label.text = "当前用户: " + current_user
update_player_status()
print("进入主游戏界面")
func update_player_status():
level_label.text = "等级: " + str(player_level)
coins_label.text = "金币: " + str(player_coins)
exp_label.text = "经验: " + str(player_exp) + "/" + str(player_max_exp)
energy_label.text = "体力: " + str(player_energy) + "/" + str(player_max_energy)
func _on_login_success(username: String):
# 登录成功后的处理
current_user = username
print("用户 ", username, " 登录成功!")
show_main_game()
func _on_logout_pressed():
# 登出处理
current_user = ""
show_auth_scene()
# 游戏功能按钮处理
func _on_explore_pressed():
print("探索小镇功能")
show_game_message("🗺️ 探索功能开发中...")
func _on_inventory_pressed():
print("背包功能")
show_game_message("🎒 背包功能开发中...")
func _on_shop_pressed():
print("商店功能")
show_game_message("🏪 商店功能开发中...")
func _on_friends_pressed():
print("好友功能")
show_game_message("👥 好友功能开发中...")
func show_game_message(message: String):
print("游戏消息: ", message)
# 这里可以添加UI提示框显示消息
# 处理全局输入
func _input(event):
if event.is_action_pressed("ui_cancel"):
match current_state:
GameState.AUTH:
# 在登录界面按ESC退出游戏
get_tree().quit()
GameState.MAIN_GAME:
# 在游戏中按ESC可能显示菜单或返回登录
show_auth_scene()