forked from moyin/whale-town-front
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
This commit is contained in:
617
docs/04-高级开发/场景设计规范.md
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617
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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```
|
||||
|
||||
## 🎨 UI设计规范
|
||||
|
||||
### UI层级结构
|
||||
```
|
||||
UI (CanvasLayer)
|
||||
├── Background (Control) # UI背景
|
||||
├── MainContent (Control) # 主要内容
|
||||
│ ├── Header (Control) # 头部区域
|
||||
│ ├── Body (Control) # 主体区域
|
||||
│ └── Footer (Control) # 底部区域
|
||||
├── Overlay (Control) # 覆盖层
|
||||
│ ├── Loading (Control) # 加载界面
|
||||
│ ├── Dialog (Control) # 对话框
|
||||
│ └── Toast (Control) # 提示消息
|
||||
└── Debug (Control) # 调试信息
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||||
```
|
||||
|
||||
### UI组件规范
|
||||
1. **响应式设计** - 使用Anchor和Margin实现自适应布局
|
||||
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
|
||||
|
||||
### UI脚本模板
|
||||
```gdscript
|
||||
# UIComponent.gd
|
||||
extends Control
|
||||
class_name UIComponent
|
||||
|
||||
signal ui_action(action_name: String, data: Dictionary)
|
||||
|
||||
@export var auto_initialize: bool = true
|
||||
@export var animation_duration: float = 0.3
|
||||
|
||||
var is_visible: bool = false
|
||||
var is_initialized: bool = false
|
||||
|
||||
func _ready():
|
||||
if auto_initialize:
|
||||
initialize()
|
||||
|
||||
func initialize():
|
||||
"""初始化UI组件"""
|
||||
if is_initialized:
|
||||
return
|
||||
|
||||
# 设置初始状态
|
||||
modulate.a = 0.0
|
||||
visible = false
|
||||
|
||||
# 连接信号
|
||||
_connect_signals()
|
||||
|
||||
is_initialized = true
|
||||
|
||||
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!**
|
||||
507
docs/04-高级开发/性能优化指南.md
Normal file
507
docs/04-高级开发/性能优化指南.md
Normal file
@@ -0,0 +1,507 @@
|
||||
# 性能优化指南
|
||||
|
||||
本文档提供 Whale Town 项目的性能优化策略和最佳实践。
|
||||
|
||||
## 🎯 优化目标
|
||||
|
||||
### 性能指标
|
||||
- **帧率**: 保持60FPS稳定运行
|
||||
- **内存使用**: 控制在合理范围内
|
||||
- **加载时间**: 场景切换<2秒
|
||||
- **响应时间**: UI交互<100ms
|
||||
|
||||
### 优化原则
|
||||
1. **测量优先** - 先测量再优化
|
||||
2. **渐进优化** - 逐步改进性能
|
||||
3. **平衡取舍** - 在质量和性能间平衡
|
||||
4. **用户体验** - 优化用户感知性能
|
||||
|
||||
## 🔧 渲染优化
|
||||
|
||||
### 纹理优化
|
||||
```gdscript
|
||||
# 使用合适的纹理格式
|
||||
# 小图标使用 RGBA8
|
||||
# 大背景使用 DXT1/DXT5
|
||||
# UI元素使用 RGBA4444
|
||||
|
||||
# 纹理压缩设置
|
||||
func optimize_texture_import():
|
||||
# 在导入设置中启用压缩
|
||||
# 设置合适的最大尺寸
|
||||
# 启用Mipmaps(3D纹理)
|
||||
pass
|
||||
```
|
||||
|
||||
### 批处理优化
|
||||
```gdscript
|
||||
# 合并相同材质的对象
|
||||
# 使用MultiMesh渲染大量相同对象
|
||||
func create_multimesh_instances():
|
||||
var multimesh = MultiMesh.new()
|
||||
multimesh.transform_format = MultiMesh.TRANSFORM_2D
|
||||
multimesh.instance_count = 100
|
||||
|
||||
var mesh_instance = MeshInstance2D.new()
|
||||
mesh_instance.multimesh = multimesh
|
||||
add_child(mesh_instance)
|
||||
```
|
||||
|
||||
### 视锥剔除
|
||||
```gdscript
|
||||
# 只渲染可见区域的对象
|
||||
func update_visibility():
|
||||
var camera = get_viewport().get_camera_2d()
|
||||
var screen_rect = get_viewport_rect()
|
||||
|
||||
for child in get_children():
|
||||
if child is Node2D:
|
||||
var visible = screen_rect.intersects(child.get_rect())
|
||||
child.visible = visible
|
||||
```
|
||||
|
||||
## 💾 内存优化
|
||||
|
||||
### 对象池模式
|
||||
```gdscript
|
||||
# ObjectPool.gd
|
||||
class_name ObjectPool
|
||||
extends Node
|
||||
|
||||
var pools: Dictionary = {}
|
||||
|
||||
func get_object(type: String) -> Node:
|
||||
if not pools.has(type):
|
||||
pools[type] = []
|
||||
|
||||
var pool = pools[type]
|
||||
if pool.size() > 0:
|
||||
return pool.pop_back()
|
||||
else:
|
||||
return _create_new_object(type)
|
||||
|
||||
func return_object(obj: Node, type: String):
|
||||
obj.reset() # 重置对象状态
|
||||
pools[type].append(obj)
|
||||
|
||||
func _create_new_object(type: String) -> Node:
|
||||
match type:
|
||||
"Bullet":
|
||||
return preload("res://prefabs/Bullet.tscn").instantiate()
|
||||
"Enemy":
|
||||
return preload("res://prefabs/Enemy.tscn").instantiate()
|
||||
_:
|
||||
return null
|
||||
```
|
||||
|
||||
### 资源管理
|
||||
```gdscript
|
||||
# ResourceManager.gd
|
||||
class_name ResourceManager
|
||||
extends Node
|
||||
|
||||
var loaded_resources: Dictionary = {}
|
||||
var resource_usage: Dictionary = {}
|
||||
|
||||
func load_resource(path: String) -> Resource:
|
||||
if loaded_resources.has(path):
|
||||
resource_usage[path] += 1
|
||||
return loaded_resources[path]
|
||||
|
||||
var resource = load(path)
|
||||
loaded_resources[path] = resource
|
||||
resource_usage[path] = 1
|
||||
return resource
|
||||
|
||||
func unload_resource(path: String):
|
||||
if resource_usage.has(path):
|
||||
resource_usage[path] -= 1
|
||||
if resource_usage[path] <= 0:
|
||||
loaded_resources.erase(path)
|
||||
resource_usage.erase(path)
|
||||
```
|
||||
|
||||
### 内存监控
|
||||
```gdscript
|
||||
# MemoryMonitor.gd
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
# 每秒检查一次内存使用
|
||||
var timer = Timer.new()
|
||||
timer.wait_time = 1.0
|
||||
timer.timeout.connect(_check_memory)
|
||||
add_child(timer)
|
||||
timer.start()
|
||||
|
||||
func _check_memory():
|
||||
var memory_usage = OS.get_static_memory_usage_by_type()
|
||||
var total_memory = OS.get_static_memory_peak_usage()
|
||||
|
||||
print("内存使用: ", memory_usage / 1024 / 1024, "MB")
|
||||
print("峰值内存: ", total_memory / 1024 / 1024, "MB")
|
||||
|
||||
# 内存使用过高时触发垃圾回收
|
||||
if total_memory > 200 * 1024 * 1024: # 200MB
|
||||
print("触发垃圾回收")
|
||||
# 清理不必要的资源
|
||||
_cleanup_resources()
|
||||
|
||||
func _cleanup_resources():
|
||||
# 清理缓存
|
||||
# 卸载未使用的资源
|
||||
# 强制垃圾回收
|
||||
pass
|
||||
```
|
||||
|
||||
## ⚡ 脚本优化
|
||||
|
||||
### 避免频繁计算
|
||||
```gdscript
|
||||
# ❌ 错误示例:每帧计算
|
||||
func _process(delta):
|
||||
var distance = global_position.distance_to(target.global_position)
|
||||
if distance < 100:
|
||||
attack_target()
|
||||
|
||||
# ✅ 正确示例:缓存计算结果
|
||||
var cached_distance: float = 0.0
|
||||
var distance_update_timer: float = 0.0
|
||||
|
||||
func _process(delta):
|
||||
distance_update_timer += delta
|
||||
if distance_update_timer >= 0.1: # 每100ms更新一次
|
||||
cached_distance = global_position.distance_to(target.global_position)
|
||||
distance_update_timer = 0.0
|
||||
|
||||
if cached_distance < 100:
|
||||
attack_target()
|
||||
```
|
||||
|
||||
### 优化循环
|
||||
```gdscript
|
||||
# ❌ 错误示例:嵌套循环
|
||||
func find_nearest_enemy():
|
||||
var nearest = null
|
||||
var min_distance = INF
|
||||
|
||||
for enemy in enemies:
|
||||
for player in players:
|
||||
var distance = enemy.global_position.distance_to(player.global_position)
|
||||
if distance < min_distance:
|
||||
min_distance = distance
|
||||
nearest = enemy
|
||||
|
||||
# ✅ 正确示例:优化算法
|
||||
func find_nearest_enemy():
|
||||
var player_pos = player.global_position
|
||||
var nearest = null
|
||||
var min_distance = INF
|
||||
|
||||
for enemy in enemies:
|
||||
var distance = enemy.global_position.distance_squared_to(player_pos)
|
||||
if distance < min_distance:
|
||||
min_distance = distance
|
||||
nearest = enemy
|
||||
```
|
||||
|
||||
### 事件优化
|
||||
```gdscript
|
||||
# 使用信号代替轮询
|
||||
# ❌ 错误示例:轮询检查
|
||||
func _process(delta):
|
||||
if player.health <= 0:
|
||||
game_over()
|
||||
|
||||
# ✅ 正确示例:事件驱动
|
||||
func _ready():
|
||||
player.health_changed.connect(_on_health_changed)
|
||||
|
||||
func _on_health_changed(new_health: int):
|
||||
if new_health <= 0:
|
||||
game_over()
|
||||
```
|
||||
|
||||
## 🎮 游戏逻辑优化
|
||||
|
||||
### 状态机优化
|
||||
```gdscript
|
||||
# StateMachine.gd
|
||||
class_name StateMachine
|
||||
extends Node
|
||||
|
||||
var current_state: State
|
||||
var states: Dictionary = {}
|
||||
|
||||
func change_state(state_name: String):
|
||||
if current_state:
|
||||
current_state.exit()
|
||||
|
||||
current_state = states[state_name]
|
||||
current_state.enter()
|
||||
|
||||
func _process(delta):
|
||||
if current_state:
|
||||
current_state.update(delta)
|
||||
```
|
||||
|
||||
### AI优化
|
||||
```gdscript
|
||||
# EnemyAI.gd
|
||||
extends Node
|
||||
|
||||
var update_interval: float = 0.2 # 每200ms更新一次AI
|
||||
var update_timer: float = 0.0
|
||||
|
||||
func _process(delta):
|
||||
update_timer += delta
|
||||
if update_timer >= update_interval:
|
||||
update_ai()
|
||||
update_timer = 0.0
|
||||
|
||||
func update_ai():
|
||||
# AI逻辑更新
|
||||
# 路径寻找
|
||||
# 决策制定
|
||||
pass
|
||||
```
|
||||
|
||||
### 碰撞检测优化
|
||||
```gdscript
|
||||
# 使用空间分区优化碰撞检测
|
||||
class_name SpatialGrid
|
||||
extends Node
|
||||
|
||||
var grid_size: int = 64
|
||||
var grid: Dictionary = {}
|
||||
|
||||
func add_object(obj: Node2D):
|
||||
var grid_pos = Vector2(
|
||||
int(obj.global_position.x / grid_size),
|
||||
int(obj.global_position.y / grid_size)
|
||||
)
|
||||
|
||||
if not grid.has(grid_pos):
|
||||
grid[grid_pos] = []
|
||||
|
||||
grid[grid_pos].append(obj)
|
||||
|
||||
func get_nearby_objects(pos: Vector2) -> Array:
|
||||
var grid_pos = Vector2(
|
||||
int(pos.x / grid_size),
|
||||
int(pos.y / grid_size)
|
||||
)
|
||||
|
||||
var nearby = []
|
||||
for x in range(-1, 2):
|
||||
for y in range(-1, 2):
|
||||
var check_pos = grid_pos + Vector2(x, y)
|
||||
if grid.has(check_pos):
|
||||
nearby.append_array(grid[check_pos])
|
||||
|
||||
return nearby
|
||||
```
|
||||
|
||||
## 🌐 网络优化
|
||||
|
||||
### 数据压缩
|
||||
```gdscript
|
||||
# NetworkManager.gd
|
||||
func send_player_data(data: Dictionary):
|
||||
# 只发送变化的数据
|
||||
var delta_data = get_changed_data(data)
|
||||
|
||||
# 压缩数据
|
||||
var compressed = compress_data(delta_data)
|
||||
|
||||
# 发送数据
|
||||
send_to_server(compressed)
|
||||
|
||||
func compress_data(data: Dictionary) -> PackedByteArray:
|
||||
var json_string = JSON.stringify(data)
|
||||
var bytes = json_string.to_utf8_buffer()
|
||||
return bytes.compress(FileAccess.COMPRESSION_GZIP)
|
||||
```
|
||||
|
||||
### 批量更新
|
||||
```gdscript
|
||||
# 批量发送网络更新
|
||||
var pending_updates: Array = []
|
||||
var update_timer: float = 0.0
|
||||
|
||||
func _process(delta):
|
||||
update_timer += delta
|
||||
if update_timer >= 0.05: # 每50ms发送一次
|
||||
if pending_updates.size() > 0:
|
||||
send_batch_updates(pending_updates)
|
||||
pending_updates.clear()
|
||||
update_timer = 0.0
|
||||
|
||||
func queue_update(update_data: Dictionary):
|
||||
pending_updates.append(update_data)
|
||||
```
|
||||
|
||||
## 📊 性能监控
|
||||
|
||||
### FPS监控
|
||||
```gdscript
|
||||
# FPSMonitor.gd
|
||||
extends Control
|
||||
|
||||
@onready var fps_label: Label = $FPSLabel
|
||||
var fps_history: Array = []
|
||||
|
||||
func _process(delta):
|
||||
var current_fps = Engine.get_frames_per_second()
|
||||
fps_history.append(current_fps)
|
||||
|
||||
if fps_history.size() > 60: # 保留60帧历史
|
||||
fps_history.pop_front()
|
||||
|
||||
var avg_fps = 0
|
||||
for fps in fps_history:
|
||||
avg_fps += fps
|
||||
avg_fps /= fps_history.size()
|
||||
|
||||
fps_label.text = "FPS: %d (平均: %d)" % [current_fps, avg_fps]
|
||||
|
||||
# FPS过低时警告
|
||||
if avg_fps < 30:
|
||||
modulate = Color.RED
|
||||
elif avg_fps < 50:
|
||||
modulate = Color.YELLOW
|
||||
else:
|
||||
modulate = Color.WHITE
|
||||
```
|
||||
|
||||
### 性能分析器
|
||||
```gdscript
|
||||
# Profiler.gd
|
||||
class_name Profiler
|
||||
extends Node
|
||||
|
||||
var timers: Dictionary = {}
|
||||
|
||||
func start_timer(name: String):
|
||||
timers[name] = Time.get_time_dict_from_system()
|
||||
|
||||
func end_timer(name: String) -> float:
|
||||
if not timers.has(name):
|
||||
return 0.0
|
||||
|
||||
var start_time = timers[name]
|
||||
var end_time = Time.get_time_dict_from_system()
|
||||
|
||||
var duration = (end_time.hour * 3600 + end_time.minute * 60 + end_time.second) - \
|
||||
(start_time.hour * 3600 + start_time.minute * 60 + start_time.second)
|
||||
|
||||
timers.erase(name)
|
||||
return duration
|
||||
|
||||
# 使用示例
|
||||
func expensive_function():
|
||||
Profiler.start_timer("expensive_function")
|
||||
|
||||
# 执行耗时操作
|
||||
for i in range(10000):
|
||||
pass
|
||||
|
||||
var duration = Profiler.end_timer("expensive_function")
|
||||
print("函数执行时间: ", duration, "秒")
|
||||
```
|
||||
|
||||
## 🛠️ 调试工具
|
||||
|
||||
### 性能调试面板
|
||||
```gdscript
|
||||
# DebugPanel.gd
|
||||
extends Control
|
||||
|
||||
@onready var memory_label: Label = $VBox/MemoryLabel
|
||||
@onready var fps_label: Label = $VBox/FPSLabel
|
||||
@onready var objects_label: Label = $VBox/ObjectsLabel
|
||||
|
||||
func _process(delta):
|
||||
# 更新内存使用
|
||||
var memory = OS.get_static_memory_usage_by_type()
|
||||
memory_label.text = "内存: %.1f MB" % (memory / 1024.0 / 1024.0)
|
||||
|
||||
# 更新FPS
|
||||
fps_label.text = "FPS: %d" % Engine.get_frames_per_second()
|
||||
|
||||
# 更新对象数量
|
||||
var object_count = get_tree().get_node_count()
|
||||
objects_label.text = "对象数: %d" % object_count
|
||||
```
|
||||
|
||||
### 热点分析
|
||||
```gdscript
|
||||
# HotspotAnalyzer.gd
|
||||
extends Node
|
||||
|
||||
var function_calls: Dictionary = {}
|
||||
var function_times: Dictionary = {}
|
||||
|
||||
func profile_function(func_name: String, callable: Callable):
|
||||
var start_time = Time.get_time_dict_from_system()
|
||||
|
||||
callable.call()
|
||||
|
||||
var end_time = Time.get_time_dict_from_system()
|
||||
var duration = (end_time.hour * 3600 + end_time.minute * 60 + end_time.second) - \
|
||||
(start_time.hour * 3600 + start_time.minute * 60 + start_time.second)
|
||||
|
||||
if not function_calls.has(func_name):
|
||||
function_calls[func_name] = 0
|
||||
function_times[func_name] = 0.0
|
||||
|
||||
function_calls[func_name] += 1
|
||||
function_times[func_name] += duration
|
||||
|
||||
func print_profile_report():
|
||||
print("=== 性能分析报告 ===")
|
||||
for func_name in function_calls.keys():
|
||||
var calls = function_calls[func_name]
|
||||
var total_time = function_times[func_name]
|
||||
var avg_time = total_time / calls
|
||||
|
||||
print("%s: 调用%d次, 总时间%.3fs, 平均%.3fs" % [func_name, calls, total_time, avg_time])
|
||||
```
|
||||
|
||||
## 📚 最佳实践
|
||||
|
||||
### 开发阶段
|
||||
1. **早期优化** - 在设计阶段考虑性能
|
||||
2. **渐进开发** - 逐步添加功能并测试性能
|
||||
3. **定期测试** - 定期进行性能测试
|
||||
4. **文档记录** - 记录性能优化决策
|
||||
|
||||
### 测试阶段
|
||||
1. **多设备测试** - 在不同性能设备上测试
|
||||
2. **压力测试** - 测试极限情况下的性能
|
||||
3. **长时间测试** - 测试内存泄漏和性能衰减
|
||||
4. **用户测试** - 收集真实用户的性能反馈
|
||||
|
||||
### 发布阶段
|
||||
1. **性能监控** - 监控线上性能指标
|
||||
2. **快速响应** - 快速修复性能问题
|
||||
3. **持续优化** - 根据数据持续优化
|
||||
4. **版本对比** - 对比不同版本的性能表现
|
||||
|
||||
## 🔍 常见问题
|
||||
|
||||
### Q: 如何识别性能瓶颈?
|
||||
A: 使用Godot的内置分析器,添加自定义性能监控,分析FPS和内存使用情况。
|
||||
|
||||
### Q: 内存使用过高怎么办?
|
||||
A: 检查资源加载,使用对象池,及时释放不需要的对象,优化纹理大小。
|
||||
|
||||
### Q: 如何优化大量对象的渲染?
|
||||
A: 使用MultiMesh批处理,实现视锥剔除,使用LOD系统,合并相同材质的对象。
|
||||
|
||||
### Q: 网络延迟如何优化?
|
||||
A: 减少网络请求频率,压缩传输数据,使用预测和插值,实现客户端预测。
|
||||
|
||||
---
|
||||
|
||||
**记住:性能优化是一个持续的过程,需要在开发的各个阶段都保持关注!**
|
||||
464
docs/04-高级开发/模块开发指南.md
Normal file
464
docs/04-高级开发/模块开发指南.md
Normal file
@@ -0,0 +1,464 @@
|
||||
# 模块开发指南
|
||||
|
||||
本文档详细说明如何在 Whale Town 项目中开发新的游戏模块。
|
||||
|
||||
## 🎯 模块设计原则
|
||||
|
||||
### 核心原则
|
||||
1. **单一职责** - 每个模块只负责一个特定的游戏功能
|
||||
2. **高内聚低耦合** - 模块内部紧密相关,模块间松散耦合
|
||||
3. **可复用性** - 模块应该能在不同场景中复用
|
||||
4. **标准化接口** - 统一的模块接口和通信方式
|
||||
5. **测试友好** - 模块应该易于测试和调试
|
||||
|
||||
### 模块分类
|
||||
- **UI模块** - 用户界面组件和交互逻辑
|
||||
- **游戏逻辑模块** - 角色、战斗、对话等核心功能
|
||||
- **系统模块** - 存档、设置、网络等系统功能
|
||||
- **工具模块** - 通用工具和辅助功能
|
||||
|
||||
## 🏗️ 模块结构
|
||||
|
||||
### 标准目录结构
|
||||
```
|
||||
module/YourModule/
|
||||
├── YourModule.gd # 主模块脚本
|
||||
├── components/ # 子组件
|
||||
│ ├── Component1.gd
|
||||
│ └── Component2.gd
|
||||
├── data/ # 模块数据
|
||||
│ ├── module_config.json
|
||||
│ └── default_data.json
|
||||
├── scenes/ # 模块场景
|
||||
│ ├── YourModule.tscn
|
||||
│ └── components/
|
||||
├── tests/ # 模块测试
|
||||
│ ├── test_your_module.gd
|
||||
│ └── test_components.gd
|
||||
└── README.md # 模块文档
|
||||
```
|
||||
|
||||
### 文件命名规范
|
||||
- **主模块脚本**: `ModuleName.gd` (PascalCase)
|
||||
- **组件脚本**: `ComponentName.gd` (PascalCase)
|
||||
- **场景文件**: `module_name.tscn` (snake_case)
|
||||
- **数据文件**: `snake_case.json`
|
||||
- **测试文件**: `test_module_name.gd`
|
||||
|
||||
## 📝 模块开发步骤
|
||||
|
||||
### 第一步:创建模块结构
|
||||
|
||||
```bash
|
||||
# 创建模块目录
|
||||
mkdir module/YourModule
|
||||
cd module/YourModule
|
||||
|
||||
# 创建子目录
|
||||
mkdir components data scenes tests
|
||||
|
||||
# 创建主要文件
|
||||
touch YourModule.gd
|
||||
touch README.md
|
||||
touch data/module_config.json
|
||||
```
|
||||
|
||||
### 第二步:实现模块接口
|
||||
|
||||
每个模块都应该实现标准的模块接口:
|
||||
|
||||
```gdscript
|
||||
# YourModule.gd
|
||||
extends Node
|
||||
class_name YourModule
|
||||
|
||||
# 模块信息
|
||||
const MODULE_NAME = "YourModule"
|
||||
const MODULE_VERSION = "1.0.0"
|
||||
const MODULE_AUTHOR = "Your Name"
|
||||
|
||||
# 模块状态
|
||||
enum ModuleState {
|
||||
UNINITIALIZED,
|
||||
INITIALIZING,
|
||||
READY,
|
||||
ERROR
|
||||
}
|
||||
|
||||
var current_state: ModuleState = ModuleState.UNINITIALIZED
|
||||
var config: Dictionary = {}
|
||||
var is_enabled: bool = true
|
||||
|
||||
# 必需接口方法
|
||||
func initialize() -> bool:
|
||||
"""初始化模块"""
|
||||
current_state = ModuleState.INITIALIZING
|
||||
|
||||
# 加载配置
|
||||
if not _load_config():
|
||||
current_state = ModuleState.ERROR
|
||||
return false
|
||||
|
||||
# 初始化组件
|
||||
if not _initialize_components():
|
||||
current_state = ModuleState.ERROR
|
||||
return false
|
||||
|
||||
# 注册事件监听
|
||||
_register_events()
|
||||
|
||||
current_state = ModuleState.READY
|
||||
return true
|
||||
|
||||
func cleanup():
|
||||
"""清理模块资源"""
|
||||
_unregister_events()
|
||||
_cleanup_components()
|
||||
current_state = ModuleState.UNINITIALIZED
|
||||
|
||||
func get_module_info() -> Dictionary:
|
||||
"""获取模块信息"""
|
||||
return {
|
||||
"name": MODULE_NAME,
|
||||
"version": MODULE_VERSION,
|
||||
"author": MODULE_AUTHOR,
|
||||
"state": current_state,
|
||||
"enabled": is_enabled
|
||||
}
|
||||
|
||||
# 私有方法
|
||||
func _load_config() -> bool:
|
||||
"""加载模块配置"""
|
||||
var config_path = "res://module/%s/data/module_config.json" % MODULE_NAME
|
||||
if not FileAccess.file_exists(config_path):
|
||||
print("警告: 模块配置文件不存在: ", config_path)
|
||||
return true # 使用默认配置
|
||||
|
||||
var file = FileAccess.open(config_path, FileAccess.READ)
|
||||
if file == null:
|
||||
print("错误: 无法读取配置文件: ", config_path)
|
||||
return false
|
||||
|
||||
var json_string = file.get_as_text()
|
||||
file.close()
|
||||
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_string)
|
||||
if parse_result != OK:
|
||||
print("错误: 配置文件JSON格式错误: ", config_path)
|
||||
return false
|
||||
|
||||
config = json.data
|
||||
return true
|
||||
|
||||
func _initialize_components() -> bool:
|
||||
"""初始化子组件"""
|
||||
# 在这里初始化模块的子组件
|
||||
return true
|
||||
|
||||
func _cleanup_components():
|
||||
"""清理子组件"""
|
||||
# 在这里清理模块的子组件
|
||||
pass
|
||||
|
||||
func _register_events():
|
||||
"""注册事件监听"""
|
||||
# 使用EventSystem注册需要监听的事件
|
||||
# EventSystem.connect_event("event_name", _on_event_handler)
|
||||
pass
|
||||
|
||||
func _unregister_events():
|
||||
"""取消事件监听"""
|
||||
# 取消所有事件监听
|
||||
# EventSystem.disconnect_event("event_name", _on_event_handler)
|
||||
pass
|
||||
```
|
||||
|
||||
### 第三步:创建模块配置
|
||||
|
||||
```json
|
||||
// data/module_config.json
|
||||
{
|
||||
"module_name": "YourModule",
|
||||
"version": "1.0.0",
|
||||
"enabled": true,
|
||||
"dependencies": [],
|
||||
"settings": {
|
||||
"auto_initialize": true,
|
||||
"debug_mode": false
|
||||
},
|
||||
"resources": {
|
||||
"textures": [],
|
||||
"sounds": [],
|
||||
"data_files": []
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 第四步:实现具体功能
|
||||
|
||||
根据模块类型实现具体功能:
|
||||
|
||||
#### UI模块示例
|
||||
```gdscript
|
||||
# UI模块应该继承Control或其子类
|
||||
extends Control
|
||||
class_name UIModule
|
||||
|
||||
signal ui_event_triggered(event_name: String, data: Dictionary)
|
||||
|
||||
func show_ui():
|
||||
"""显示UI"""
|
||||
visible = true
|
||||
# 播放显示动画
|
||||
_play_show_animation()
|
||||
|
||||
func hide_ui():
|
||||
"""隐藏UI"""
|
||||
# 播放隐藏动画
|
||||
_play_hide_animation()
|
||||
await get_tree().create_timer(0.3).timeout
|
||||
visible = false
|
||||
|
||||
func _play_show_animation():
|
||||
"""播放显示动画"""
|
||||
var tween = create_tween()
|
||||
modulate.a = 0.0
|
||||
tween.tween_property(self, "modulate:a", 1.0, 0.3)
|
||||
|
||||
func _play_hide_animation():
|
||||
"""播放隐藏动画"""
|
||||
var tween = create_tween()
|
||||
tween.tween_property(self, "modulate:a", 0.0, 0.3)
|
||||
```
|
||||
|
||||
#### 游戏逻辑模块示例
|
||||
```gdscript
|
||||
# 游戏逻辑模块
|
||||
extends Node
|
||||
class_name GameLogicModule
|
||||
|
||||
signal state_changed(old_state: String, new_state: String)
|
||||
signal data_updated(data_type: String, new_data: Dictionary)
|
||||
|
||||
var module_data: Dictionary = {}
|
||||
var current_state: String = "idle"
|
||||
|
||||
func process_game_logic(delta: float):
|
||||
"""处理游戏逻辑"""
|
||||
match current_state:
|
||||
"idle":
|
||||
_process_idle_state(delta)
|
||||
"active":
|
||||
_process_active_state(delta)
|
||||
"paused":
|
||||
_process_paused_state(delta)
|
||||
|
||||
func change_state(new_state: String):
|
||||
"""改变模块状态"""
|
||||
var old_state = current_state
|
||||
current_state = new_state
|
||||
state_changed.emit(old_state, new_state)
|
||||
|
||||
func update_data(data_type: String, new_data: Dictionary):
|
||||
"""更新模块数据"""
|
||||
module_data[data_type] = new_data
|
||||
data_updated.emit(data_type, new_data)
|
||||
```
|
||||
|
||||
### 第五步:添加测试
|
||||
|
||||
```gdscript
|
||||
# tests/test_your_module.gd
|
||||
extends "res://addons/gut/test.gd"
|
||||
|
||||
var module: YourModule
|
||||
|
||||
func before_each():
|
||||
module = YourModule.new()
|
||||
add_child(module)
|
||||
|
||||
func after_each():
|
||||
module.queue_free()
|
||||
|
||||
func test_module_initialization():
|
||||
assert_true(module.initialize(), "模块应该能够正确初始化")
|
||||
assert_eq(module.current_state, YourModule.ModuleState.READY, "初始化后状态应该为READY")
|
||||
|
||||
func test_module_cleanup():
|
||||
module.initialize()
|
||||
module.cleanup()
|
||||
assert_eq(module.current_state, YourModule.ModuleState.UNINITIALIZED, "清理后状态应该为UNINITIALIZED")
|
||||
|
||||
func test_module_info():
|
||||
var info = module.get_module_info()
|
||||
assert_true(info.has("name"), "模块信息应该包含名称")
|
||||
assert_true(info.has("version"), "模块信息应该包含版本")
|
||||
assert_eq(info.name, "YourModule", "模块名称应该正确")
|
||||
```
|
||||
|
||||
### 第六步:编写文档
|
||||
|
||||
```markdown
|
||||
# YourModule 模块
|
||||
|
||||
## 功能描述
|
||||
简要描述模块的主要功能和用途。
|
||||
|
||||
## 使用方法
|
||||
```gdscript
|
||||
# 创建和初始化模块
|
||||
var your_module = YourModule.new()
|
||||
add_child(your_module)
|
||||
your_module.initialize()
|
||||
|
||||
# 使用模块功能
|
||||
your_module.some_function()
|
||||
```
|
||||
|
||||
## API参考
|
||||
### 公共方法
|
||||
- `initialize() -> bool` - 初始化模块
|
||||
- `cleanup()` - 清理模块资源
|
||||
- `get_module_info() -> Dictionary` - 获取模块信息
|
||||
|
||||
### 信号
|
||||
- `signal_name(param: Type)` - 信号描述
|
||||
|
||||
## 配置选项
|
||||
描述模块的配置选项和默认值。
|
||||
|
||||
## 依赖关系
|
||||
列出模块的依赖项。
|
||||
|
||||
## 注意事项
|
||||
使用模块时需要注意的事项。
|
||||
```
|
||||
|
||||
## 🔧 模块集成
|
||||
|
||||
### 在场景中使用模块
|
||||
|
||||
```gdscript
|
||||
# 在场景脚本中使用模块
|
||||
extends Control
|
||||
|
||||
var inventory_module: InventoryModule
|
||||
var dialogue_module: DialogueModule
|
||||
|
||||
func _ready():
|
||||
# 创建并初始化模块
|
||||
inventory_module = InventoryModule.new()
|
||||
add_child(inventory_module)
|
||||
inventory_module.initialize()
|
||||
|
||||
dialogue_module = DialogueModule.new()
|
||||
add_child(dialogue_module)
|
||||
dialogue_module.initialize()
|
||||
|
||||
# 连接模块事件
|
||||
inventory_module.item_selected.connect(_on_item_selected)
|
||||
dialogue_module.dialogue_finished.connect(_on_dialogue_finished)
|
||||
|
||||
func _on_item_selected(item_data: Dictionary):
|
||||
print("选中物品: ", item_data.name)
|
||||
|
||||
func _on_dialogue_finished():
|
||||
print("对话结束")
|
||||
```
|
||||
|
||||
### 模块间通信
|
||||
|
||||
推荐使用EventSystem进行模块间通信:
|
||||
|
||||
```gdscript
|
||||
# 发送事件
|
||||
EventSystem.emit_event("inventory_item_used", {
|
||||
"item_id": "potion_001",
|
||||
"quantity": 1
|
||||
})
|
||||
|
||||
# 监听事件
|
||||
EventSystem.connect_event("inventory_item_used", _on_item_used)
|
||||
|
||||
func _on_item_used(data: Dictionary):
|
||||
print("使用了物品: ", data.item_id)
|
||||
```
|
||||
|
||||
## 🧪 测试和调试
|
||||
|
||||
### 单元测试
|
||||
每个模块都应该有对应的单元测试:
|
||||
|
||||
```bash
|
||||
# 运行模块测试
|
||||
godot --headless --script tests/test_your_module.gd
|
||||
```
|
||||
|
||||
### 调试技巧
|
||||
1. **使用print语句** - 在关键位置添加调试输出
|
||||
2. **断点调试** - 在Godot编辑器中设置断点
|
||||
3. **状态监控** - 实时监控模块状态变化
|
||||
4. **事件追踪** - 记录事件的发送和接收
|
||||
|
||||
### 性能监控
|
||||
```gdscript
|
||||
# 性能监控示例
|
||||
func _process(delta):
|
||||
var start_time = Time.get_time_dict_from_system()
|
||||
|
||||
# 执行模块逻辑
|
||||
process_module_logic(delta)
|
||||
|
||||
var end_time = Time.get_time_dict_from_system()
|
||||
var execution_time = (end_time.hour * 3600 + end_time.minute * 60 + end_time.second) - \
|
||||
(start_time.hour * 3600 + start_time.minute * 60 + start_time.second)
|
||||
|
||||
if execution_time > 0.016: # 超过16ms
|
||||
print("警告: 模块执行时间过长: ", execution_time, "秒")
|
||||
```
|
||||
|
||||
## 📚 最佳实践
|
||||
|
||||
### 代码质量
|
||||
1. **遵循命名规范** - 使用清晰、一致的命名
|
||||
2. **添加详细注释** - 解释复杂逻辑和设计决策
|
||||
3. **错误处理** - 妥善处理各种异常情况
|
||||
4. **资源管理** - 及时释放不需要的资源
|
||||
|
||||
### 性能优化
|
||||
1. **避免频繁的内存分配** - 重用对象和数据结构
|
||||
2. **合理使用信号** - 避免过多的信号连接
|
||||
3. **批量处理** - 将多个操作合并处理
|
||||
4. **延迟加载** - 按需加载资源和数据
|
||||
|
||||
### 可维护性
|
||||
1. **模块化设计** - 保持模块的独立性
|
||||
2. **版本控制** - 记录模块的版本变化
|
||||
3. **文档更新** - 及时更新模块文档
|
||||
4. **向后兼容** - 考虑API的向后兼容性
|
||||
|
||||
## 🔍 常见问题
|
||||
|
||||
### Q: 如何处理模块依赖?
|
||||
A: 在模块配置中声明依赖,在初始化时检查依赖是否满足。
|
||||
|
||||
### Q: 模块间如何共享数据?
|
||||
A: 使用EventSystem传递数据,或通过GameManager等全局管理器。
|
||||
|
||||
### Q: 如何调试模块问题?
|
||||
A: 使用Godot的调试工具,添加日志输出,编写单元测试。
|
||||
|
||||
### Q: 模块性能如何优化?
|
||||
A: 避免在_process中执行重复计算,使用对象池,合理管理资源。
|
||||
|
||||
## 📖 参考资料
|
||||
|
||||
- [Godot官方文档](https://docs.godotengine.org/)
|
||||
- [项目命名规范](./naming_convention.md)
|
||||
- [代码注释规范](./code_comment_guide.md)
|
||||
- [Git提交规范](./git_commit_guide.md)
|
||||
|
||||
---
|
||||
|
||||
**记住:好的模块设计是项目成功的关键!**
|
||||
Reference in New Issue
Block a user