docs: 重新组织文档结构,按开发阶段分类
新的目录结构: 01-项目入门/ # 新人必读,项目基础 02-开发规范/ # 编码标准和规范 03-技术实现/ # 具体开发指导 04-高级开发/ # 进阶开发技巧 05-部署运维/ # 发布和部署 06-功能模块/ # 特定功能文档 新增导航文档: - docs/README.md - 完整的文档导航和使用指南 - 各目录下的README.md - 分类说明和使用指导 优化效果: - 开发者可以按阶段快速定位需要的文档 - 新人有清晰的学习路径 - 不同角色有针对性的文档推荐 - 提供了问题导向的快速查找功能
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docs/04-高级开发/场景设计规范.md
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docs/04-高级开发/场景设计规范.md
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# 场景设计规范
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本文档定义了 Whale Town 项目中场景设计的标准和最佳实践。
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## 🎯 设计原则
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### 核心原则
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1. **功能独立** - 每个场景都是独立的功能单元
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2. **职责单一** - 一个场景只负责一个主要功能
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3. **可复用性** - 场景组件应该能够在其他场景中复用
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4. **标准化** - 统一的场景结构和命名规范
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5. **性能优先** - 优化场景性能,避免不必要的资源消耗
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### 场景分类
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- **主要场景** - 游戏的核心功能场景(主菜单、游戏场景、设置等)
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- **UI场景** - 纯界面场景(对话框、HUD、菜单等)
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- **游戏场景** - 包含游戏逻辑的场景(关卡、战斗、探索等)
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- **工具场景** - 开发和测试用的场景
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## 🏗️ 场景结构
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### 标准目录结构
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```
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scenes/
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├── main_scene.tscn # 主场景
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├── auth_scene.tscn # 认证场景
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├── game_scene.tscn # 游戏场景
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├── settings_scene.tscn # 设置场景
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└── prefabs/ # 预制体组件
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├── ui/ # UI组件
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│ ├── button.tscn
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│ ├── dialog.tscn
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│ └── menu.tscn
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├── characters/ # 角色组件
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│ ├── player.tscn
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│ └── npc.tscn
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├── effects/ # 特效组件
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│ ├── particle_effect.tscn
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│ └── animation_effect.tscn
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└── items/ # 物品组件
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├── collectible.tscn
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└── interactive.tscn
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```
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### 场景命名规范
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- **主场景**: `scene_name.tscn` (snake_case)
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- **预制体**: `component_name.tscn` (snake_case)
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- **脚本文件**: `SceneName.gd` (PascalCase)
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- **节点名称**: `NodeName` (PascalCase) 或 `nodeName` (camelCase)
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## 📝 场景设计模板
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### 主场景结构模板
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```
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SceneName (Control/Node2D)
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├── Background (TextureRect/Sprite2D) # 背景
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├── UI (CanvasLayer) # UI层
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│ ├── HUD (Control) # 游戏HUD
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│ ├── Menu (Control) # 菜单界面
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│ └── Dialog (Control) # 对话框
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├── Game (Node2D) # 游戏内容层
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│ ├── Player (CharacterBody2D) # 玩家
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│ ├── NPCs (Node2D) # NPC容器
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│ ├── Items (Node2D) # 物品容器
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│ └── Effects (Node2D) # 特效容器
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├── Audio (Node) # 音频管理
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│ ├── BGM (AudioStreamPlayer) # 背景音乐
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│ └── SFX (AudioStreamPlayer2D) # 音效
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└── Systems (Node) # 系统组件
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├── CameraController (Node) # 相机控制
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├── InputHandler (Node) # 输入处理
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└── StateManager (Node) # 状态管理
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```
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### 场景脚本模板
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```gdscript
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# SceneName.gd
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extends Control # 或 Node2D,根据场景类型选择
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class_name SceneName
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# 场景信息
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const SCENE_NAME = "SceneName"
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const SCENE_VERSION = "1.0.0"
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# 场景状态
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enum SceneState {
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LOADING,
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READY,
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ACTIVE,
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PAUSED,
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TRANSITIONING
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}
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var current_state: SceneState = SceneState.LOADING
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# 节点引用
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@onready var background: TextureRect = $Background
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@onready var ui_layer: CanvasLayer = $UI
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@onready var game_layer: Node2D = $Game
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@onready var audio_manager: Node = $Audio
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@onready var systems: Node = $Systems
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# 场景数据
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var scene_data: Dictionary = {}
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var is_initialized: bool = false
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# 信号定义
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signal scene_ready
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signal scene_state_changed(old_state: SceneState, new_state: SceneState)
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signal scene_data_updated(key: String, value)
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func _ready():
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"""场景初始化"""
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print("初始化场景: ", SCENE_NAME)
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# 初始化场景
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await initialize_scene()
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# 设置场景状态
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change_state(SceneState.READY)
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# 发送场景就绪信号
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scene_ready.emit()
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func initialize_scene():
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"""初始化场景组件"""
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# 加载场景数据
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await load_scene_data()
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# 初始化UI
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initialize_ui()
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# 初始化游戏组件
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initialize_game_components()
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# 初始化音频
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initialize_audio()
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# 初始化系统
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initialize_systems()
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# 连接信号
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connect_signals()
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is_initialized = true
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func load_scene_data():
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"""加载场景数据"""
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# 从配置文件或网络加载场景数据
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var data_path = "res://data/scenes/%s.json" % SCENE_NAME.to_lower()
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if FileAccess.file_exists(data_path):
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var file = FileAccess.open(data_path, FileAccess.READ)
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if file:
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var json_string = file.get_as_text()
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file.close()
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var json = JSON.new()
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if json.parse(json_string) == OK:
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scene_data = json.data
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else:
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print("警告: 场景数据JSON格式错误: ", data_path)
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# 等待一帧确保所有节点都已初始化
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await get_tree().process_frame
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func initialize_ui():
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"""初始化UI组件"""
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if ui_layer:
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# 初始化UI组件
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for child in ui_layer.get_children():
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if child.has_method("initialize"):
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child.initialize()
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func initialize_game_components():
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"""初始化游戏组件"""
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if game_layer:
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# 初始化游戏组件
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for child in game_layer.get_children():
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if child.has_method("initialize"):
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child.initialize()
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func initialize_audio():
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"""初始化音频"""
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if audio_manager:
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# 设置背景音乐
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if scene_data.has("bgm"):
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play_bgm(scene_data.bgm)
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func initialize_systems():
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"""初始化系统组件"""
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if systems:
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# 初始化系统组件
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for child in systems.get_children():
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if child.has_method("initialize"):
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child.initialize()
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func connect_signals():
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"""连接信号"""
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# 连接场景内部信号
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# 连接全局事件
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EventSystem.connect_event("game_paused", _on_game_paused)
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EventSystem.connect_event("game_resumed", _on_game_resumed)
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func change_state(new_state: SceneState):
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"""改变场景状态"""
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if current_state == new_state:
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return
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var old_state = current_state
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current_state = new_state
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print("场景状态变更: %s -> %s" % [SceneState.keys()[old_state], SceneState.keys()[new_state]])
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# 处理状态变更
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_handle_state_change(old_state, new_state)
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# 发送状态变更信号
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scene_state_changed.emit(old_state, new_state)
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func _handle_state_change(old_state: SceneState, new_state: SceneState):
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"""处理状态变更"""
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match new_state:
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SceneState.LOADING:
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_on_enter_loading_state()
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SceneState.READY:
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_on_enter_ready_state()
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SceneState.ACTIVE:
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_on_enter_active_state()
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SceneState.PAUSED:
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_on_enter_paused_state()
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SceneState.TRANSITIONING:
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_on_enter_transitioning_state()
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func _on_enter_loading_state():
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"""进入加载状态"""
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# 显示加载界面
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pass
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func _on_enter_ready_state():
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"""进入就绪状态"""
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# 场景准备完成
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pass
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func _on_enter_active_state():
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"""进入活跃状态"""
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# 开始游戏逻辑
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pass
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func _on_enter_paused_state():
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"""进入暂停状态"""
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# 暂停游戏逻辑
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get_tree().paused = true
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func _on_enter_transitioning_state():
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"""进入转换状态"""
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# 场景转换中
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pass
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func play_bgm(bgm_path: String):
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"""播放背景音乐"""
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var bgm_player = audio_manager.get_node("BGM") as AudioStreamPlayer
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if bgm_player and FileAccess.file_exists(bgm_path):
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var audio_stream = load(bgm_path)
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bgm_player.stream = audio_stream
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bgm_player.play()
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func play_sfx(sfx_path: String, position: Vector2 = Vector2.ZERO):
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"""播放音效"""
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var sfx_player = audio_manager.get_node("SFX") as AudioStreamPlayer2D
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if sfx_player and FileAccess.file_exists(sfx_path):
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var audio_stream = load(sfx_path)
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sfx_player.stream = audio_stream
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if position != Vector2.ZERO:
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sfx_player.global_position = position
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sfx_player.play()
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func update_scene_data(key: String, value):
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"""更新场景数据"""
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scene_data[key] = value
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scene_data_updated.emit(key, value)
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func get_scene_data(key: String, default_value = null):
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"""获取场景数据"""
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return scene_data.get(key, default_value)
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func cleanup():
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"""清理场景资源"""
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print("清理场景: ", SCENE_NAME)
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# 断开信号连接
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EventSystem.disconnect_event("game_paused", _on_game_paused)
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EventSystem.disconnect_event("game_resumed", _on_game_resumed)
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# 清理组件
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if ui_layer:
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for child in ui_layer.get_children():
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if child.has_method("cleanup"):
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child.cleanup()
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if game_layer:
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for child in game_layer.get_children():
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if child.has_method("cleanup"):
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child.cleanup()
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if systems:
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for child in systems.get_children():
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if child.has_method("cleanup"):
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child.cleanup()
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# 停止音频
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if audio_manager:
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var bgm_player = audio_manager.get_node("BGM") as AudioStreamPlayer
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if bgm_player:
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bgm_player.stop()
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# 事件处理
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func _on_game_paused():
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"""游戏暂停事件"""
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if current_state == SceneState.ACTIVE:
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change_state(SceneState.PAUSED)
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func _on_game_resumed():
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"""游戏恢复事件"""
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if current_state == SceneState.PAUSED:
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change_state(SceneState.ACTIVE)
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get_tree().paused = false
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# 输入处理
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func _input(event):
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"""处理输入事件"""
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if current_state != SceneState.ACTIVE:
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return
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# 处理场景特定的输入
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_handle_scene_input(event)
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func _handle_scene_input(event):
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"""处理场景特定输入"""
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# 在子类中重写此方法
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pass
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# 生命周期方法
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func _process(delta):
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"""每帧更新"""
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if current_state == SceneState.ACTIVE:
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_update_scene(delta)
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func _update_scene(delta):
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"""更新场景逻辑"""
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# 在子类中重写此方法
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pass
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func _physics_process(delta):
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"""物理更新"""
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if current_state == SceneState.ACTIVE:
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_physics_update_scene(delta)
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func _physics_update_scene(delta):
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"""物理更新场景逻辑"""
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# 在子类中重写此方法
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pass
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```
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## 🎨 UI设计规范
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### UI层级结构
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```
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UI (CanvasLayer)
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├── Background (Control) # UI背景
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├── MainContent (Control) # 主要内容
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│ ├── Header (Control) # 头部区域
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│ ├── Body (Control) # 主体区域
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│ └── Footer (Control) # 底部区域
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├── Overlay (Control) # 覆盖层
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│ ├── Loading (Control) # 加载界面
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│ ├── Dialog (Control) # 对话框
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│ └── Toast (Control) # 提示消息
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└── Debug (Control) # 调试信息
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```
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||||
### UI组件规范
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||||
1. **响应式设计** - 使用Anchor和Margin实现自适应布局
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||||
2. **主题统一** - 使用统一的主题资源
|
||||
3. **动画效果** - 添加适当的过渡动画
|
||||
4. **无障碍支持** - 考虑键盘导航和屏幕阅读器
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||||
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||||
### UI脚本模板
|
||||
```gdscript
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||||
# UIComponent.gd
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||||
extends Control
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||||
class_name UIComponent
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||||
|
||||
signal ui_action(action_name: String, data: Dictionary)
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||||
|
||||
@export var auto_initialize: bool = true
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||||
@export var animation_duration: float = 0.3
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||||
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||||
var is_visible: bool = false
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||||
var is_initialized: bool = false
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||||
|
||||
func _ready():
|
||||
if auto_initialize:
|
||||
initialize()
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||||
|
||||
func initialize():
|
||||
"""初始化UI组件"""
|
||||
if is_initialized:
|
||||
return
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||||
|
||||
# 设置初始状态
|
||||
modulate.a = 0.0
|
||||
visible = false
|
||||
|
||||
# 连接信号
|
||||
_connect_signals()
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||||
|
||||
is_initialized = true
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||||
|
||||
func show_ui(animated: bool = true):
|
||||
"""显示UI"""
|
||||
if is_visible:
|
||||
return
|
||||
|
||||
visible = true
|
||||
is_visible = true
|
||||
|
||||
if animated:
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 1.0, animation_duration)
|
||||
else:
|
||||
modulate.a = 1.0
|
||||
|
||||
func hide_ui(animated: bool = true):
|
||||
"""隐藏UI"""
|
||||
if not is_visible:
|
||||
return
|
||||
|
||||
is_visible = false
|
||||
|
||||
if animated:
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 0.0, animation_duration)
|
||||
await tween.finished
|
||||
visible = false
|
||||
else:
|
||||
modulate.a = 0.0
|
||||
visible = false
|
||||
|
||||
func _connect_signals():
|
||||
"""连接信号"""
|
||||
# 在子类中重写
|
||||
pass
|
||||
```
|
||||
|
||||
## 🎮 游戏场景规范
|
||||
|
||||
### 游戏场景结构
|
||||
```
|
||||
GameScene (Node2D)
|
||||
├── Background (ParallaxBackground) # 背景层
|
||||
├── Environment (Node2D) # 环境层
|
||||
│ ├── Terrain (TileMap) # 地形
|
||||
│ ├── Props (Node2D) # 道具
|
||||
│ └── Decorations (Node2D) # 装饰
|
||||
├── Entities (Node2D) # 实体层
|
||||
│ ├── Player (CharacterBody2D) # 玩家
|
||||
│ ├── NPCs (Node2D) # NPC
|
||||
│ ├── Enemies (Node2D) # 敌人
|
||||
│ └── Items (Node2D) # 物品
|
||||
├── Effects (Node2D) # 特效层
|
||||
│ ├── Particles (Node2D) # 粒子效果
|
||||
│ └── Animations (Node2D) # 动画效果
|
||||
└── Camera (Camera2D) # 相机
|
||||
```
|
||||
|
||||
### 性能优化
|
||||
1. **对象池** - 重用频繁创建销毁的对象
|
||||
2. **视锥剔除** - 只渲染可见区域的对象
|
||||
3. **LOD系统** - 根据距离调整细节级别
|
||||
4. **批量处理** - 合并相似的渲染调用
|
||||
|
||||
## 🔧 场景管理
|
||||
|
||||
### 场景切换
|
||||
```gdscript
|
||||
# 使用SceneManager进行场景切换
|
||||
SceneManager.change_scene("game_scene", {
|
||||
"level": 1,
|
||||
"player_data": player_data
|
||||
})
|
||||
|
||||
# 带过渡效果的场景切换
|
||||
SceneManager.change_scene_with_transition("battle_scene", {
|
||||
"enemy_data": enemy_data
|
||||
}, "fade")
|
||||
```
|
||||
|
||||
### 场景数据传递
|
||||
```gdscript
|
||||
# 发送场景数据
|
||||
var scene_data = {
|
||||
"player_level": 10,
|
||||
"inventory": player_inventory,
|
||||
"quest_progress": quest_data
|
||||
}
|
||||
SceneManager.change_scene("next_scene", scene_data)
|
||||
|
||||
# 接收场景数据
|
||||
func _on_scene_data_received(data: Dictionary):
|
||||
if data.has("player_level"):
|
||||
player_level = data.player_level
|
||||
if data.has("inventory"):
|
||||
load_inventory(data.inventory)
|
||||
```
|
||||
|
||||
## 🧪 场景测试
|
||||
|
||||
### 测试场景创建
|
||||
```gdscript
|
||||
# TestScene.gd
|
||||
extends "res://scenes/BaseScene.gd"
|
||||
|
||||
func _ready():
|
||||
super._ready()
|
||||
|
||||
# 设置测试环境
|
||||
setup_test_environment()
|
||||
|
||||
# 运行测试用例
|
||||
run_test_cases()
|
||||
|
||||
func setup_test_environment():
|
||||
"""设置测试环境"""
|
||||
# 创建测试数据
|
||||
# 设置测试状态
|
||||
pass
|
||||
|
||||
func run_test_cases():
|
||||
"""运行测试用例"""
|
||||
test_scene_initialization()
|
||||
test_ui_interactions()
|
||||
test_game_logic()
|
||||
|
||||
func test_scene_initialization():
|
||||
"""测试场景初始化"""
|
||||
assert(is_initialized, "场景应该已初始化")
|
||||
assert(current_state == SceneState.READY, "场景状态应该为READY")
|
||||
|
||||
func test_ui_interactions():
|
||||
"""测试UI交互"""
|
||||
# 模拟用户输入
|
||||
# 验证UI响应
|
||||
pass
|
||||
|
||||
func test_game_logic():
|
||||
"""测试游戏逻辑"""
|
||||
# 测试游戏规则
|
||||
# 验证状态变化
|
||||
pass
|
||||
```
|
||||
|
||||
### 性能测试
|
||||
```gdscript
|
||||
# 性能监控
|
||||
func _process(delta):
|
||||
super._process(delta)
|
||||
|
||||
# 监控帧率
|
||||
var fps = Engine.get_frames_per_second()
|
||||
if fps < 30:
|
||||
print("警告: 帧率过低: ", fps)
|
||||
|
||||
# 监控内存使用
|
||||
var memory_usage = OS.get_static_memory_usage_by_type()
|
||||
if memory_usage > 100 * 1024 * 1024: # 100MB
|
||||
print("警告: 内存使用过高: ", memory_usage / 1024 / 1024, "MB")
|
||||
```
|
||||
|
||||
## 📚 最佳实践
|
||||
|
||||
### 代码组织
|
||||
1. **单一职责** - 每个场景只负责一个主要功能
|
||||
2. **模块化** - 将复杂功能拆分为独立组件
|
||||
3. **可测试** - 设计易于测试的场景结构
|
||||
4. **文档化** - 为场景添加详细的文档说明
|
||||
|
||||
### 性能优化
|
||||
1. **延迟加载** - 按需加载资源和组件
|
||||
2. **对象复用** - 使用对象池管理频繁创建的对象
|
||||
3. **批量操作** - 合并相似的操作减少开销
|
||||
4. **内存管理** - 及时释放不需要的资源
|
||||
|
||||
### 用户体验
|
||||
1. **响应式设计** - 支持不同分辨率和设备
|
||||
2. **流畅动画** - 添加适当的过渡效果
|
||||
3. **错误处理** - 优雅处理异常情况
|
||||
4. **加载提示** - 为长时间操作提供进度反馈
|
||||
|
||||
## 🔍 常见问题
|
||||
|
||||
### Q: 如何处理场景间的数据传递?
|
||||
A: 使用SceneManager的场景切换方法传递数据,或通过全局单例存储共享数据。
|
||||
|
||||
### Q: 场景性能如何优化?
|
||||
A: 使用对象池、视锥剔除、LOD系统,避免在_process中执行重复计算。
|
||||
|
||||
### Q: 如何调试场景问题?
|
||||
A: 使用Godot的远程调试器,添加性能监控,编写场景测试用例。
|
||||
|
||||
### Q: 场景切换如何添加过渡效果?
|
||||
A: 使用SceneManager的过渡系统,或自定义Tween动画实现过渡效果。
|
||||
|
||||
---
|
||||
|
||||
**记住:良好的场景设计是游戏体验的基础!**
|
||||
Reference in New Issue
Block a user