refactor:实现新的项目结构组织

- 添加 _Core/components/ 和 _Core/utils/ 目录
- 重新组织 scenes/ 目录结构,按功能分类
- 迁移 StringUtils.gd 到新的 _Core/utils/ 位置
- 迁移 AuthScene.gd 到新的 scenes/ui/ 位置
- 添加 AI 文档支持目录 docs/AI_docs/
- 添加开发参考文档 claude.md
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# 🔧 故障排除指南
> AI编程助手专用常见问题的快速解决方案
## 🚨 常见错误及解决方案
### 1. UID无效警告
**错误信息**:
```
WARNING: scene/resources/resource_format_text.cpp:444 - res://path/to/file.tscn:X - ext_resource, invalid UID: uid://xxxxx - using text path instead: res://path/to/script.gd
```
**原因**: 文件移动后Godot的UID缓存没有更新导致UID引用失效。
**解决方案**:
```gdscript
# 方法1: 移除无效的UID使用文本路径
# 将这行:
[ext_resource type="Script" uid="uid://invalid_uid" path="res://path/to/script.gd" id="1_script"]
# 改为:
[ext_resource type="Script" path="res://path/to/script.gd" id="1_script"]
```
**预防措施**:
- 移动文件时使用Godot编辑器的文件系统面板
- 避免直接在文件系统中移动.gd和.tscn文件
- 移动文件后重新导入项目
### 2. 脚本路径错误
**错误信息**:
```
ERROR: Failed to load script "res://old/path/Script.gd" with error "File not found".
```
**解决方案**:
```gdscript
# 检查并更新所有.tscn文件中的脚本路径
# 使用搜索替换功能批量更新:
# 旧路径 → 新路径
"res://UI/Windows/" "res://scenes/ui/"
"res://Utils/" "res://_Core/utils/"
"res://Scenes/Maps/" "res://scenes/maps/"
```
### 3. AutoLoad路径错误
**错误信息**:
```
ERROR: Cannot load autoload: res://old/path/Manager.gd
```
**解决方案**:
```ini
# 在 project.godot 中更新 AutoLoad 路径
[autoload]
GameManager="*res://_Core/managers/GameManager.gd"
SceneManager="*res://_Core/managers/SceneManager.gd"
EventSystem="*res://_Core/systems/EventSystem.gd"
```
### 4. 资源加载失败
**错误信息**:
```
ERROR: Failed to load resource "res://old/path/resource.png".
```
**解决方案**:
```gdscript
# 检查资源路径是否正确
# 使用 ResourceLoader.exists() 验证路径
func load_resource_safely(path: String):
if not ResourceLoader.exists(path):
push_error("Resource not found: %s" % path)
return null
return load(path)
```
## 🔍 调试技巧
### 1. 路径验证
```gdscript
# 验证文件是否存在
func verify_file_exists(file_path: String) -> bool:
return FileAccess.file_exists(file_path)
# 验证资源是否存在
func verify_resource_exists(resource_path: String) -> bool:
return ResourceLoader.exists(resource_path)
# 打印当前工作目录
func print_current_directory():
print("Current directory: ", OS.get_executable_path().get_base_dir())
```
### 2. 场景加载调试
```gdscript
# 安全的场景加载
func load_scene_safely(scene_path: String) -> PackedScene:
if not ResourceLoader.exists(scene_path):
push_error("Scene file not found: %s" % scene_path)
return null
var scene = load(scene_path) as PackedScene
if scene == null:
push_error("Failed to load scene: %s" % scene_path)
return null
return scene
```
### 3. 节点引用调试
```gdscript
# 安全的节点获取
func get_node_safely(node_path: String) -> Node:
var node = get_node_or_null(node_path)
if node == null:
push_warning("Node not found: %s" % node_path)
return node
# 检查@onready变量是否正确初始化
func _ready():
# 验证所有@onready节点
if not some_button:
push_error("some_button not found - check node path")
if not some_label:
push_error("some_label not found - check node path")
```
## 🛠️ 项目结构问题
### 1. 文件移动后的检查清单
- [ ] 更新.tscn文件中的脚本路径
- [ ] 更新project.godot中的AutoLoad路径
- [ ] 更新代码中的硬编码路径
- [ ] 清理Godot缓存文件
- [ ] 重新导入项目
### 2. 缓存清理命令
```bash
# Windows PowerShell
Remove-Item -Recurse -Force ".godot\uid_cache.bin"
Remove-Item -Recurse -Force ".godot\global_script_class_cache.cfg"
# Linux/macOS
rm -rf .godot/uid_cache.bin
rm -rf .godot/global_script_class_cache.cfg
```
### 3. 路径常量管理
```gdscript
# 在 _Core/ProjectPaths.gd 中定义所有路径
class_name ProjectPaths
# 核心路径
const CORE_ROOT = "res://_Core/"
const MANAGERS_PATH = CORE_ROOT + "managers/"
const SYSTEMS_PATH = CORE_ROOT + "systems/"
const UTILS_PATH = CORE_ROOT + "utils/"
# 场景路径
const SCENES_ROOT = "res://scenes/"
const UI_PATH = SCENES_ROOT + "ui/"
const MAPS_PATH = SCENES_ROOT + "maps/"
# 使用示例
var scene_path = ProjectPaths.UI_PATH + "LoginWindow.tscn"
```
## 🎯 性能问题
### 1. 内存泄漏检测
```gdscript
# 监控节点数量
func _ready():
print("Initial node count: ", get_tree().get_node_count())
func _exit_tree():
print("Final node count: ", get_tree().get_node_count())
# 检查未释放的资源
func check_resource_leaks():
print("Resource count: ", ResourceLoader.get_resource_list().size())
```
### 2. 帧率监控
```gdscript
# 在 _Core/managers/PerformanceManager.gd
extends Node
var frame_count: int = 0
var fps_timer: float = 0.0
func _process(delta: float):
frame_count += 1
fps_timer += delta
if fps_timer >= 1.0:
var fps = frame_count / fps_timer
if fps < 30:
push_warning("Low FPS detected: %.1f" % fps)
frame_count = 0
fps_timer = 0.0
```
## 🔧 开发工具问题
### 1. Godot编辑器崩溃
**解决方案**:
1. 备份项目文件
2. 删除.godot文件夹
3. 重新打开项目
4. 重新导入所有资源
### 2. 脚本编辑器问题
**解决方案**:
```gdscript
# 检查脚本语法
# 使用 Godot 内置的语法检查器
# 或者在命令行中运行:
# godot --check-only script.gd
```
### 3. 场景编辑器问题
**解决方案**:
- 检查场景文件是否损坏
- 重新创建有问题的场景
- 使用版本控制恢复到工作版本
---
**💡 提示**: 遇到问题时首先检查Godot的输出面板和调试器它们通常会提供详细的错误信息和解决建议。

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# 🎯 管理器模板集合
> AI编程助手专用各类管理器的标准化代码模板
## 🎮 游戏管理器模板
### 基础游戏管理器
```gdscript
# _Core/managers/GameManager.gd
extends Node
## 游戏状态管理器
## 负责管理游戏的全局状态、玩家数据和游戏流程
# 信号定义
signal game_state_changed(old_state: GameState, new_state: GameState)
signal player_data_updated(data: Dictionary)
signal game_paused()
signal game_resumed()
# 游戏状态枚举
enum GameState {
LOADING,
MENU,
PLAYING,
PAUSED,
GAME_OVER,
SETTINGS
}
# 常量定义
const SAVE_FILE_PATH: String = "user://game_save.dat"
const CONFIG_FILE_PATH: String = "res://Config/game_config.json"
# 导出变量
@export var debug_mode: bool = false
@export var auto_save_interval: float = 30.0
# 公共变量
var current_state: GameState = GameState.LOADING
var is_paused: bool = false
var game_time: float = 0.0
# 玩家数据
var player_data: Dictionary = {
"level": 1,
"experience": 0,
"coins": 100,
"health": 100,
"max_health": 100,
"energy": 100,
"max_energy": 100
}
# 私有变量
var _auto_save_timer: Timer
var _game_config: Dictionary = {}
func _ready() -> void:
_initialize_manager()
_setup_auto_save()
_load_game_config()
change_state(GameState.MENU)
func _process(delta: float) -> void:
if current_state == GameState.PLAYING and not is_paused:
game_time += delta
## 改变游戏状态
func change_state(new_state: GameState) -> void:
if current_state == new_state:
return
var old_state = current_state
_exit_state(old_state)
current_state = new_state
_enter_state(new_state)
game_state_changed.emit(old_state, new_state)
if debug_mode:
print("[GameManager] State changed: %s -> %s" % [old_state, new_state])
## 暂停游戏
func pause_game() -> void:
if current_state != GameState.PLAYING:
return
is_paused = true
get_tree().paused = true
game_paused.emit()
## 恢复游戏
func resume_game() -> void:
if not is_paused:
return
is_paused = false
get_tree().paused = false
game_resumed.emit()
## 更新玩家数据
func update_player_data(key: String, value) -> void:
if not player_data.has(key):
push_warning("Unknown player data key: %s" % key)
return
player_data[key] = value
player_data_updated.emit(player_data)
if debug_mode:
print("[GameManager] Player data updated: %s = %s" % [key, value])
## 获取玩家数据
func get_player_data(key: String = ""):
if key.is_empty():
return player_data.duplicate()
return player_data.get(key, null)
## 保存游戏数据
func save_game() -> bool:
var save_data = {
"player_data": player_data,
"game_time": game_time,
"current_state": current_state,
"timestamp": Time.get_unix_time_from_system()
}
var file = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE)
if file == null:
push_error("Failed to open save file for writing")
return false
file.store_string(JSON.stringify(save_data))
file.close()
if debug_mode:
print("[GameManager] Game saved successfully")
return true
## 加载游戏数据
func load_game() -> bool:
if not FileAccess.file_exists(SAVE_FILE_PATH):
if debug_mode:
print("[GameManager] No save file found")
return false
var file = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ)
if file == null:
push_error("Failed to open save file for reading")
return false
var json_text = file.get_as_text()
file.close()
var json = JSON.new()
var parse_result = json.parse(json_text)
if parse_result != OK:
push_error("Failed to parse save file JSON")
return false
var save_data = json.data
# 恢复玩家数据
if save_data.has("player_data"):
player_data = save_data.player_data
player_data_updated.emit(player_data)
# 恢复游戏时间
if save_data.has("game_time"):
game_time = save_data.game_time
if debug_mode:
print("[GameManager] Game loaded successfully")
return true
# 私有方法
func _initialize_manager() -> void:
# 设置进程模式为总是处理(即使暂停时也能工作)
process_mode = Node.PROCESS_MODE_ALWAYS
func _setup_auto_save() -> void:
_auto_save_timer = Timer.new()
add_child(_auto_save_timer)
_auto_save_timer.wait_time = auto_save_interval
_auto_save_timer.timeout.connect(_on_auto_save_timeout)
_auto_save_timer.start()
func _load_game_config() -> void:
if not FileAccess.file_exists(CONFIG_FILE_PATH):
push_warning("Game config file not found")
return
var file = FileAccess.open(CONFIG_FILE_PATH, FileAccess.READ)
if file == null:
push_error("Failed to open game config file")
return
var json_text = file.get_as_text()
file.close()
var json = JSON.new()
var parse_result = json.parse(json_text)
if parse_result != OK:
push_error("Failed to parse game config JSON")
return
_game_config = json.data
func _enter_state(state: GameState) -> void:
match state:
GameState.LOADING:
# 加载游戏资源
pass
GameState.MENU:
# 显示主菜单
pass
GameState.PLAYING:
# 开始游戏逻辑
_auto_save_timer.start()
GameState.PAUSED:
# 暂停游戏
_auto_save_timer.stop()
GameState.GAME_OVER:
# 游戏结束处理
save_game()
GameState.SETTINGS:
# 显示设置界面
pass
func _exit_state(state: GameState) -> void:
match state:
GameState.PLAYING:
# 退出游戏时自动保存
save_game()
func _on_auto_save_timeout() -> void:
if current_state == GameState.PLAYING:
save_game()
```
## 🌐 网络管理器模板
### HTTP请求管理器
```gdscript
# _Core/managers/NetworkManager.gd
extends Node
## 网络请求管理器
## 负责处理所有HTTP请求和网络通信
# 信号定义
signal request_completed(request_id: String, success: bool, data: Dictionary)
signal connection_status_changed(is_connected: bool)
# 常量定义
const BASE_URL: String = "https://api.example.com"
const TIMEOUT_DURATION: float = 10.0
const MAX_RETRIES: int = 3
# 请求状态枚举
enum RequestStatus {
PENDING,
SUCCESS,
FAILED,
TIMEOUT,
CANCELLED
}
# 公共变量
var is_connected: bool = false
var active_requests: Dictionary = {}
# 私有变量
var _http_client: HTTPClient
var _request_counter: int = 0
func _ready() -> void:
_initialize_network()
_check_connection()
## 发送GET请求
func send_get_request(endpoint: String, headers: Dictionary = {}) -> String:
return _send_request(HTTPClient.METHOD_GET, endpoint, "", headers)
## 发送POST请求
func send_post_request(endpoint: String, data: Dictionary, headers: Dictionary = {}) -> String:
var json_data = JSON.stringify(data)
return _send_request(HTTPClient.METHOD_POST, endpoint, json_data, headers)
## 发送PUT请求
func send_put_request(endpoint: String, data: Dictionary, headers: Dictionary = {}) -> String:
var json_data = JSON.stringify(data)
return _send_request(HTTPClient.METHOD_PUT, endpoint, json_data, headers)
## 发送DELETE请求
func send_delete_request(endpoint: String, headers: Dictionary = {}) -> String:
return _send_request(HTTPClient.METHOD_DELETE, endpoint, "", headers)
## 取消请求
func cancel_request(request_id: String) -> bool:
if not active_requests.has(request_id):
return false
var request_data = active_requests[request_id]
if request_data.http_request:
request_data.http_request.cancel_request()
_cleanup_request(request_id, RequestStatus.CANCELLED)
return true
## 检查网络连接状态
func check_connection() -> void:
_check_connection()
# 私有方法
func _initialize_network() -> void:
_http_client = HTTPClient.new()
func _send_request(method: HTTPClient.Method, endpoint: String, data: String, headers: Dictionary) -> String:
var request_id = _generate_request_id()
var full_url = BASE_URL + endpoint
# 创建HTTP请求节点
var http_request = HTTPRequest.new()
add_child(http_request)
# 设置请求超时
http_request.timeout = TIMEOUT_DURATION
# 连接完成信号
http_request.request_completed.connect(_on_request_completed.bind(request_id))
# 准备请求头
var request_headers = ["Content-Type: application/json"]
for key in headers:
request_headers.append("%s: %s" % [key, headers[key]])
# 存储请求信息
active_requests[request_id] = {
"http_request": http_request,
"method": method,
"url": full_url,
"status": RequestStatus.PENDING,
"retry_count": 0,
"start_time": Time.get_time_dict_from_system()
}
# 发送请求
var error = http_request.request(full_url, request_headers, method, data)
if error != OK:
push_error("Failed to send HTTP request: %d" % error)
_cleanup_request(request_id, RequestStatus.FAILED)
return ""
return request_id
func _generate_request_id() -> String:
_request_counter += 1
return "req_%d_%d" % [Time.get_time_dict_from_system().hour * 3600 + Time.get_time_dict_from_system().minute * 60 + Time.get_time_dict_from_system().second, _request_counter]
func _on_request_completed(request_id: String, result: int, response_code: int, headers: PackedStringArray, body: PackedByteArray) -> void:
if not active_requests.has(request_id):
return
var request_data = active_requests[request_id]
var success = false
var response_data = {}
# 解析响应
if response_code >= 200 and response_code < 300:
success = true
var body_text = body.get_string_from_utf8()
if not body_text.is_empty():
var json = JSON.new()
var parse_result = json.parse(body_text)
if parse_result == OK:
response_data = json.data
else:
response_data = {"raw_response": body_text}
else:
# 处理错误响应
var body_text = body.get_string_from_utf8()
response_data = {
"error": "HTTP Error %d" % response_code,
"response_code": response_code,
"raw_response": body_text
}
# 发送完成信号
request_completed.emit(request_id, success, response_data)
# 清理请求
_cleanup_request(request_id, RequestStatus.SUCCESS if success else RequestStatus.FAILED)
func _cleanup_request(request_id: String, status: RequestStatus) -> void:
if not active_requests.has(request_id):
return
var request_data = active_requests[request_id]
# 移除HTTP请求节点
if request_data.http_request:
request_data.http_request.queue_free()
# 从活动请求中移除
active_requests.erase(request_id)
func _check_connection() -> void:
# 简单的连接检查可以改为ping服务器
var old_status = is_connected
is_connected = true # 这里可以实现实际的连接检查逻辑
if old_status != is_connected:
connection_status_changed.emit(is_connected)
```
## 🎵 音频管理器模板
### 音频系统管理器
```gdscript
# _Core/managers/AudioManager.gd
extends Node
## 音频管理器
## 负责管理游戏中的音乐和音效播放
# 信号定义
signal music_finished()
signal sound_effect_finished(sound_name: String)
# 音频类型枚举
enum AudioType {
MUSIC,
SOUND_EFFECT,
UI_SOUND,
VOICE
}
# 常量定义
const MUSIC_PATH: String = "res://assets/audio/music/"
const SOUND_PATH: String = "res://assets/audio/sounds/"
const VOICE_PATH: String = "res://assets/audio/voice/"
# 导出变量
@export var master_volume: float = 1.0
@export var music_volume: float = 0.7
@export var sfx_volume: float = 0.8
@export var voice_volume: float = 0.9
# 音频播放器
var music_player: AudioStreamPlayer
var sfx_players: Array[AudioStreamPlayer] = []
var voice_player: AudioStreamPlayer
# 当前播放状态
var current_music: String = ""
var is_music_playing: bool = false
var active_sounds: Dictionary = {}
func _ready() -> void:
_initialize_audio_players()
_load_audio_settings()
## 播放背景音乐
func play_music(music_name: String, fade_in: bool = true) -> void:
var music_path = MUSIC_PATH + music_name + ".ogg"
if not ResourceLoader.exists(music_path):
push_warning("Music file not found: %s" % music_path)
return
# 停止当前音乐
if is_music_playing:
stop_music(fade_in)
await get_tree().create_timer(0.5).timeout
# 加载并播放新音乐
var audio_stream = load(music_path)
music_player.stream = audio_stream
music_player.volume_db = linear_to_db(music_volume * master_volume)
if fade_in:
_fade_in_music()
else:
music_player.play()
current_music = music_name
is_music_playing = true
## 停止背景音乐
func stop_music(fade_out: bool = true) -> void:
if not is_music_playing:
return
if fade_out:
_fade_out_music()
else:
music_player.stop()
is_music_playing = false
current_music = ""
## 播放音效
func play_sound_effect(sound_name: String, volume_override: float = -1.0) -> void:
var sound_path = SOUND_PATH + sound_name + ".ogg"
if not ResourceLoader.exists(sound_path):
push_warning("Sound file not found: %s" % sound_path)
return
# 获取可用的音效播放器
var player = _get_available_sfx_player()
if player == null:
push_warning("No available sound effect player")
return
# 加载并播放音效
var audio_stream = load(sound_path)
player.stream = audio_stream
var final_volume = volume_override if volume_override > 0 else sfx_volume
player.volume_db = linear_to_db(final_volume * master_volume)
player.play()
active_sounds[sound_name] = player
## 设置主音量
func set_master_volume(volume: float) -> void:
master_volume = clamp(volume, 0.0, 1.0)
_update_all_volumes()
## 设置音乐音量
func set_music_volume(volume: float) -> void:
music_volume = clamp(volume, 0.0, 1.0)
if is_music_playing:
music_player.volume_db = linear_to_db(music_volume * master_volume)
## 设置音效音量
func set_sfx_volume(volume: float) -> void:
sfx_volume = clamp(volume, 0.0, 1.0)
_update_sfx_volumes()
# 私有方法
func _initialize_audio_players() -> void:
# 创建音乐播放器
music_player = AudioStreamPlayer.new()
add_child(music_player)
music_player.finished.connect(_on_music_finished)
# 创建多个音效播放器(支持同时播放多个音效)
for i in range(8):
var sfx_player = AudioStreamPlayer.new()
add_child(sfx_player)
sfx_players.append(sfx_player)
# 创建语音播放器
voice_player = AudioStreamPlayer.new()
add_child(voice_player)
func _get_available_sfx_player() -> AudioStreamPlayer:
for player in sfx_players:
if not player.playing:
return player
return null
func _fade_in_music() -> void:
music_player.volume_db = linear_to_db(0.01)
music_player.play()
var tween = create_tween()
tween.tween_method(_set_music_volume_db, 0.01, music_volume * master_volume, 1.0)
func _fade_out_music() -> void:
var tween = create_tween()
tween.tween_method(_set_music_volume_db, music_volume * master_volume, 0.01, 1.0)
tween.tween_callback(_stop_music_after_fade)
func _set_music_volume_db(volume: float) -> void:
music_player.volume_db = linear_to_db(volume)
func _stop_music_after_fade() -> void:
music_player.stop()
is_music_playing = false
current_music = ""
func _update_all_volumes() -> void:
if is_music_playing:
music_player.volume_db = linear_to_db(music_volume * master_volume)
_update_sfx_volumes()
func _update_sfx_volumes() -> void:
for player in sfx_players:
if player.playing:
player.volume_db = linear_to_db(sfx_volume * master_volume)
func _load_audio_settings() -> void:
# 从配置文件加载音频设置
pass
func _on_music_finished() -> void:
is_music_playing = false
current_music = ""
music_finished.emit()
```
---
**🎯 使用说明**:
1. 选择合适的管理器模板
2. 根据具体需求修改类名和功能
3. 确保在project.godot中配置为AutoLoad
4. 遵循项目的命名规范和代码风格
5. 添加必要的错误处理和日志记录

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@@ -0,0 +1,363 @@
# 🚀 功能开发流程
> AI编程助手专用新功能开发的标准化工作流程
## 🎯 开发流程概览
### 阶段1: 需求分析 → 阶段2: 架构设计 → 阶段3: 代码实现 → 阶段4: 测试验证 → 阶段5: 文档更新
---
## 📋 阶段1: 需求分析
### 1.1 理解需求
```markdown
**必须明确的问题:**
- 功能的具体作用是什么?
- 涉及哪些用户交互?
- 需要哪些数据和状态管理?
- 与现有功能的关系如何?
```
### 1.2 需求分类
```gdscript
# 功能类型分类
enum FeatureType {
CORE_SYSTEM, # 核心系统功能 → 放在 _Core/
GAME_SCENE, # 游戏场景功能 → 放在 scenes/
UI_COMPONENT, # UI组件功能 → 放在 scenes/ui/
ASSET_RELATED, # 资源相关功能 → 涉及 assets/
CONFIG_DRIVEN # 配置驱动功能 → 涉及 Config/
}
```
### 1.3 依赖分析
- 需要哪些现有管理器?
- 需要创建新的管理器吗?
- 需要新的事件定义吗?
- 需要新的配置文件吗?
---
## 🏗️ 阶段2: 架构设计
### 2.1 确定文件位置
```gdscript
# 根据功能类型确定文件位置
match feature_type:
FeatureType.CORE_SYSTEM:
# _Core/managers/ 或 _Core/systems/
var file_path = "_Core/managers/YourManager.gd"
FeatureType.GAME_SCENE:
# scenes/maps/, scenes/characters/, scenes/effects/
var file_path = "scenes/characters/YourCharacter.gd"
FeatureType.UI_COMPONENT:
# scenes/ui/
var file_path = "scenes/ui/YourWindow.gd"
```
### 2.2 设计接口
```gdscript
# 定义公共接口
class_name YourFeature
# 信号定义(对外通信)
signal feature_initialized()
signal feature_state_changed(new_state: String)
# 公共方法(供其他模块调用)
func initialize(config: Dictionary) -> bool
func get_state() -> String
func cleanup() -> void
```
### 2.3 事件设计
```gdscript
# 在 _Core/EventNames.gd 中添加新事件
const YOUR_FEATURE_STARTED: String = "your_feature_started"
const YOUR_FEATURE_COMPLETED: String = "your_feature_completed"
const YOUR_FEATURE_ERROR: String = "your_feature_error"
```
---
## 💻 阶段3: 代码实现
### 3.1 创建基础结构
```gdscript
# 使用标准模板创建文件
# 参考: docs/AI_docs/templates/components.md
extends Node # 或其他合适的基类
## [功能描述]
## 负责[具体职责]
# 信号定义
signal feature_ready()
# 枚举定义
enum FeatureState {
UNINITIALIZED,
INITIALIZING,
READY,
ERROR
}
# 常量定义
const CONFIG_PATH: String = "res://Config/your_feature_config.json"
# 导出变量
@export var debug_mode: bool = false
# 公共变量
var current_state: FeatureState = FeatureState.UNINITIALIZED
# 私有变量
var _config_data: Dictionary = {}
func _ready() -> void:
initialize()
```
### 3.2 实现核心逻辑
```gdscript
## 初始化功能
func initialize() -> bool:
if current_state != FeatureState.UNINITIALIZED:
push_warning("Feature already initialized")
return false
current_state = FeatureState.INITIALIZING
# 加载配置
if not _load_config():
current_state = FeatureState.ERROR
return false
# 连接事件
_connect_events()
# 执行初始化逻辑
_perform_initialization()
current_state = FeatureState.READY
feature_ready.emit()
return true
func _load_config() -> bool:
# 配置加载逻辑
return true
func _connect_events() -> void:
# 事件连接逻辑
EventSystem.connect_event("related_event", _on_related_event)
func _perform_initialization() -> void:
# 具体初始化逻辑
pass
```
### 3.3 错误处理
```gdscript
func _handle_error(error_message: String) -> void:
push_error("[YourFeature] %s" % error_message)
current_state = FeatureState.ERROR
# 发送错误事件
EventSystem.emit_event(EventNames.YOUR_FEATURE_ERROR, {
"message": error_message,
"timestamp": Time.get_unix_time_from_system()
})
```
---
## 🧪 阶段4: 测试验证
### 4.1 创建测试文件
```gdscript
# tests/unit/test_your_feature.gd
extends "res://addons/gut/test.gd"
## YourFeature 单元测试
var your_feature: YourFeature
func before_each():
your_feature = preload("res://_Core/managers/YourFeature.gd").new()
add_child(your_feature)
func after_each():
your_feature.queue_free()
func test_initialization():
# 测试初始化
var result = your_feature.initialize()
assert_true(result, "Feature should initialize successfully")
assert_eq(your_feature.current_state, YourFeature.FeatureState.READY)
func test_error_handling():
# 测试错误处理
# 模拟错误条件
pass
```
### 4.2 集成测试
```gdscript
# tests/integration/test_your_feature_integration.gd
extends "res://addons/gut/test.gd"
## YourFeature 集成测试
func test_feature_with_event_system():
# 测试与事件系统的集成
var event_received = false
EventSystem.connect_event("your_feature_started", func(data): event_received = true)
# 触发功能
# 验证事件是否正确发送
assert_true(event_received, "Event should be emitted")
```
### 4.3 性能测试
```gdscript
# tests/performance/test_your_feature_performance.gd
extends "res://addons/gut/test.gd"
## YourFeature 性能测试
func test_initialization_performance():
var start_time = Time.get_time_dict_from_system()
# 执行功能
your_feature.initialize()
var end_time = Time.get_time_dict_from_system()
var duration = _calculate_duration(start_time, end_time)
# 验证性能要求例如初始化应在100ms内完成
assert_lt(duration, 0.1, "Initialization should complete within 100ms")
```
---
## 📚 阶段5: 文档更新
### 5.1 更新API文档
```markdown
# 在 docs/AI_docs/quick_reference/api_reference.md 中添加
## YourFeature API
### 初始化
```gdscript
var feature = YourFeature.new()
feature.initialize(config_dict)
```
### 主要方法
- `initialize(config: Dictionary) -> bool` - 初始化功能
- `get_state() -> FeatureState` - 获取当前状态
- `cleanup() -> void` - 清理资源
### 事件
- `feature_ready` - 功能准备就绪
- `feature_state_changed(new_state)` - 状态改变
```
### 5.2 更新使用示例
```gdscript
# 在 docs/AI_docs/quick_reference/code_snippets.md 中添加
## YourFeature 使用示例
### 基本使用
```gdscript
# 创建和初始化
var feature = YourFeature.new()
add_child(feature)
# 连接信号
feature.feature_ready.connect(_on_feature_ready)
# 初始化
var config = {"setting1": "value1"}
feature.initialize(config)
func _on_feature_ready():
print("Feature is ready to use")
```
```
### 5.3 更新架构文档
```markdown
# 在 docs/AI_docs/architecture_guide.md 中更新
## 新增功能: YourFeature
### 位置
- 文件路径: `_Core/managers/YourFeature.gd`
- AutoLoad: 是/否
- 依赖: EventSystem, ConfigManager
### 职责
- 负责[具体职责描述]
- 管理[相关数据/状态]
- 提供[对外接口]
```
---
## ✅ 开发检查清单
### 代码质量检查
- [ ] 遵循命名规范PascalCase类名snake_case变量名
- [ ] 所有变量和函数都有类型注解
- [ ] 添加了适当的注释和文档字符串
- [ ] 实现了错误处理和边界检查
- [ ] 使用事件系统进行模块间通信
### 架构一致性检查
- [ ] 文件放在正确的目录中
- [ ] 如果是管理器已配置AutoLoad
- [ ] 事件名称已添加到EventNames.gd
- [ ] 配置文件已放在Config/目录
- [ ] 遵循项目的架构原则
### 测试覆盖检查
- [ ] 编写了单元测试
- [ ] 编写了集成测试(如果需要)
- [ ] 编写了性能测试(如果是核心功能)
- [ ] 所有测试都能通过
- [ ] 测试覆盖了主要功能和边界情况
### 文档更新检查
- [ ] 更新了API参考文档
- [ ] 添加了使用示例
- [ ] 更新了架构文档
- [ ] 更新了相关的工作流程文档
---
## 🔄 迭代优化
### 代码审查要点
1. **功能完整性**: 是否满足所有需求?
2. **性能表现**: 是否存在性能瓶颈?
3. **错误处理**: 是否处理了所有可能的错误情况?
4. **代码可读性**: 代码是否清晰易懂?
5. **测试覆盖**: 测试是否充分?
### 持续改进
- 收集用户反馈
- 监控性能指标
- 定期重构优化
- 更新文档和示例
---
**🎯 记住**: 这个流程确保了功能开发的质量和一致性。严格遵循每个阶段的要求,将大大提高开发效率和代码质量。