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
406 lines
11 KiB
Markdown
406 lines
11 KiB
Markdown
# 开发哲学与最佳实践
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本文档阐述了WhaleTown项目的开发哲学和编程最佳实践,旨在指导团队创造高质量、可维护的代码。
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## 🧘 开发哲学
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### 核心理念
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- **用户体验至上** - 每个功能都要考虑用户感受
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- **代码即文档** - 代码应该自解释,清晰易懂
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- **简洁胜于复杂** - 优先选择简单直接的解决方案
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- **质量重于速度** - 宁可慢一点,也要做对
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### 设计原则
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#### 1. 流畅体验 (Juice or Death)
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每个用户交互都必须有视觉反馈和动画效果:
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```gdscript
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# ✅ 正确:为UI交互添加动画
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func show_dialog() -> void:
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dialog.modulate.a = 0.0
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dialog.scale = Vector2(0.8, 0.8)
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dialog.visible = true
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var tween = create_tween()
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tween.parallel().tween_property(dialog, "modulate:a", 1.0, 0.3)
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tween.parallel().tween_property(dialog, "scale", Vector2.ONE, 0.3)
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_BACK)
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# ❌ 错误:没有动画的生硬切换
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func show_dialog() -> void:
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dialog.visible = true # 突然出现,体验差
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```
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#### 2. 零魔法数字 (Zero Magic Numbers)
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所有数值都应该有明确的含义和来源:
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```gdscript
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# ✅ 正确:使用导出变量或配置文件
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@export var move_speed: float = 200.0
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@export var jump_height: float = 400.0
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@export var health_max: int = 100
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# 或从配置文件加载
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const CONFIG_PATH = "res://data/player_config.json"
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var config_data: Dictionary
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func _ready() -> void:
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config_data = load_config(CONFIG_PATH)
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move_speed = config_data.get("move_speed", 200.0)
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# ❌ 错误:硬编码的魔法数字
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func _physics_process(delta: float) -> void:
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velocity.x = input_direction.x * 200 # 200是什么?
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if position.y > 1000: # 1000代表什么?
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respawn()
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```
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#### 3. 函数单一职责
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每个函数只做一件事,做好一件事:
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```gdscript
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# ✅ 正确:职责分离
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func handle_player_input() -> void:
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var input_direction = get_input_direction()
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apply_movement(input_direction)
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check_interaction_input()
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func get_input_direction() -> Vector2:
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return Input.get_vector("move_left", "move_right", "move_up", "move_down")
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func apply_movement(direction: Vector2) -> void:
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velocity = direction * move_speed
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move_and_slide()
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func check_interaction_input() -> void:
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if Input.is_action_just_pressed("interact"):
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try_interact()
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# ❌ 错误:一个函数做太多事
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func handle_everything() -> void:
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# 处理输入
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var direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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# 处理移动
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velocity = direction * move_speed
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move_and_slide()
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# 处理交互
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if Input.is_action_just_pressed("interact"):
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# 检查交互对象
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var interactables = get_nearby_interactables()
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# 执行交互
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for obj in interactables:
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obj.interact()
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# 更新UI
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update_health_bar()
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# 播放音效
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play_footstep_sound()
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```
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#### 4. 隐藏复杂性
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复杂的逻辑应该被封装,对外提供简洁的接口:
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```gdscript
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# ✅ 正确:封装复杂逻辑
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class_name NetworkManager
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func login(username: String, password: String, callback: Callable) -> int:
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return _make_request("POST", "/auth/login", {
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"username": username,
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"password": password
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}, callback)
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func _make_request(method: String, endpoint: String, data: Dictionary, callback: Callable) -> int:
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# 复杂的网络请求逻辑被隐藏
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var request = HTTPRequest.new()
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var request_id = _generate_request_id()
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# 设置请求头、处理认证、错误重试等复杂逻辑
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_setup_request_headers(request)
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_handle_authentication(request)
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_setup_retry_logic(request, callback)
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return request_id
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# 使用时非常简洁
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func _on_login_button_pressed() -> void:
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NetworkManager.login(username_input.text, password_input.text, _on_login_response)
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```
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## 📋 编码最佳实践
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### 1. 类型安全
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始终使用严格的类型声明:
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```gdscript
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# ✅ 正确:明确的类型声明
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var player_health: int = 100
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var move_speed: float = 200.0
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var player_name: String = "Player"
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var inventory_items: Array[Item] = []
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var config_data: Dictionary = {}
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func calculate_damage(base_damage: int, multiplier: float) -> int:
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return int(base_damage * multiplier)
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# ❌ 错误:缺少类型信息
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var health = 100 # 类型不明确
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var speed = 200 # 可能是int也可能是float
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func calculate_damage(base, mult): # 参数类型不明确
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return base * mult # 返回类型不明确
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```
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### 2. 错误处理
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主动处理可能的错误情况:
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```gdscript
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# ✅ 正确:完善的错误处理
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func load_save_file(file_path: String) -> Dictionary:
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if not FileAccess.file_exists(file_path):
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push_warning("存档文件不存在: " + file_path)
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return {}
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var file = FileAccess.open(file_path, FileAccess.READ)
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if file == null:
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push_error("无法打开存档文件: " + file_path)
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return {}
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var json_string = file.get_as_text()
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file.close()
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if json_string.is_empty():
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push_warning("存档文件为空: " + file_path)
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return {}
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var json = JSON.new()
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var parse_result = json.parse(json_string)
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if parse_result != OK:
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push_error("存档文件JSON格式错误: " + file_path)
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return {}
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return json.data
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# ❌ 错误:没有错误处理
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func load_save_file(file_path: String) -> Dictionary:
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var file = FileAccess.open(file_path, FileAccess.READ)
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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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json.parse(json_string)
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return json.data # 任何步骤出错都会崩溃
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```
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### 3. 资源管理
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及时释放不需要的资源:
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```gdscript
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# ✅ 正确:资源管理
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class_name AudioManager
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var audio_players: Array[AudioStreamPlayer] = []
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var max_concurrent_sounds: int = 10
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func play_sound(sound: AudioStream, volume: float = 0.0) -> void:
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# 清理已完成的音频播放器
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_cleanup_finished_players()
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# 限制并发音频数量
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if audio_players.size() >= max_concurrent_sounds:
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_stop_oldest_player()
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var player = AudioStreamPlayer.new()
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add_child(player)
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player.stream = sound
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player.volume_db = volume
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player.finished.connect(_on_audio_finished.bind(player))
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player.play()
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audio_players.append(player)
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func _cleanup_finished_players() -> void:
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audio_players = audio_players.filter(func(player): return player.playing)
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func _on_audio_finished(player: AudioStreamPlayer) -> void:
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audio_players.erase(player)
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player.queue_free()
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```
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### 4. 性能优化
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编写高效的代码:
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```gdscript
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# ✅ 正确:性能优化的代码
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class_name EnemyManager
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var enemies: Array[Enemy] = []
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var update_timer: float = 0.0
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const UPDATE_INTERVAL: float = 0.1 # 每100ms更新一次
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func _process(delta: float) -> void:
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update_timer += delta
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if update_timer >= UPDATE_INTERVAL:
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_update_enemies(update_timer)
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update_timer = 0.0
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func _update_enemies(delta_time: float) -> void:
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# 只更新屏幕附近的敌人
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var camera_pos = get_viewport().get_camera_2d().global_position
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var screen_size = get_viewport().get_visible_rect().size
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for enemy in enemies:
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if _is_enemy_near_screen(enemy, camera_pos, screen_size):
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enemy.update_ai(delta_time)
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func _is_enemy_near_screen(enemy: Enemy, camera_pos: Vector2, screen_size: Vector2) -> bool:
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var distance = enemy.global_position.distance_to(camera_pos)
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var max_distance = screen_size.length() * 0.6 # 屏幕对角线的60%
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return distance <= max_distance
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# ❌ 错误:性能问题
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func _process(delta: float) -> void:
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# 每帧更新所有敌人,无论是否可见
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for enemy in enemies:
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enemy.update_ai(delta) # 可能有数百个敌人
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# 每帧进行复杂计算
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var path = enemy.find_path_to_player()
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enemy.follow_path(path)
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```
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## 🎯 代码审查标准
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### 审查清单
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在提交代码前,请检查以下项目:
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#### 功能性
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- [ ] 代码实现了预期功能
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- [ ] 处理了边界情况和错误情况
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- [ ] 添加了必要的测试用例
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#### 可读性
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- [ ] 变量和函数名称清晰明确
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- [ ] 代码结构逻辑清晰
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- [ ] 添加了必要的注释
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#### 性能
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- [ ] 避免了不必要的计算
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- [ ] 正确管理了资源生命周期
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- [ ] 使用了合适的数据结构
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#### 规范性
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- [ ] 遵循了项目命名规范
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- [ ] 使用了正确的类型声明
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- [ ] 符合架构设计原则
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### 代码示例评分
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#### 优秀代码示例 (A级)
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```gdscript
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extends CharacterBody2D
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class_name Player
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## 玩家角色控制器
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##
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## 负责处理玩家输入、移动和基础交互
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## 使用事件系统与其他组件通信
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@export_group("Movement")
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@export var move_speed: float = 200.0
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@export var acceleration: float = 1000.0
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@export var friction: float = 800.0
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@export_group("Interaction")
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@export var interaction_range: float = 50.0
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@onready var sprite: Sprite2D = %Sprite2D
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@onready var animation_player: AnimationPlayer = %AnimationPlayer
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@onready var interaction_area: Area2D = %InteractionArea
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var _current_interactable: Interactable = null
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func _ready() -> void:
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_setup_interaction_area()
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_connect_signals()
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func _physics_process(delta: float) -> void:
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_handle_movement(delta)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("interact"):
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_try_interact()
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func _handle_movement(delta: float) -> void:
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var input_direction := _get_movement_input()
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_apply_movement(input_direction, delta)
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_update_animation(input_direction)
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func _get_movement_input() -> Vector2:
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return Input.get_vector("move_left", "move_right", "move_up", "move_down")
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func _apply_movement(direction: Vector2, delta: float) -> void:
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if direction != Vector2.ZERO:
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velocity = velocity.move_toward(direction * move_speed, acceleration * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, friction * delta)
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move_and_slide()
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func _update_animation(direction: Vector2) -> void:
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if direction.length() > 0.1:
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animation_player.play("walk")
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sprite.flip_h = direction.x < 0
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else:
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animation_player.play("idle")
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```
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#### 需要改进的代码 (C级)
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```gdscript
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extends CharacterBody2D
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var speed = 200
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var player
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var enemies = []
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func _ready():
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player = self
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func _process(delta):
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var dir = Vector2()
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if Input.is_action_pressed("ui_left"):
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dir.x -= 1
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if Input.is_action_pressed("ui_right"):
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dir.x += 1
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if Input.is_action_pressed("ui_up"):
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dir.y -= 1
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if Input.is_action_pressed("ui_down"):
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dir.y += 1
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velocity = dir * speed
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move_and_slide()
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for enemy in enemies:
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if position.distance_to(enemy.position) < 100:
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print("near enemy")
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```
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## 🚀 持续改进
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### 重构指导原则
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1. **小步快跑** - 每次只重构一小部分
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2. **测试保护** - 重构前确保有测试覆盖
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3. **功能不变** - 重构不改变外部行为
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4. **逐步优化** - 持续改进代码质量
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### 技术债务管理
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```gdscript
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# 使用TODO注释标记技术债务
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# TODO: 重构这个函数,职责过多
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# FIXME: 这里有性能问题,需要优化
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# HACK: 临时解决方案,需要找到更好的方法
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# NOTE: 这里的逻辑比较复杂,需要详细注释
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```
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---
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**记住:优秀的代码不仅能工作,更要易于理解、维护和扩展。追求代码质量是每个开发者的责任!** |