chore:完善项目目录结构和基础框架

- 添加核心系统框架目录结构
- 创建游戏模块化组织架构
- 添加数据配置和本地化支持
- 建立脚本分类管理体系
- 创建场景预制件管理目录
This commit is contained in:
2025-12-24 20:38:57 +08:00
parent 15548ebb52
commit 73478c0500
39 changed files with 551 additions and 0 deletions

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extends Node
# 游戏管理器 - 全局游戏状态管理
# 单例模式,管理游戏的整体状态和生命周期
signal game_state_changed(new_state: GameState)
enum GameState {
LOADING, # 加载中
AUTH, # 认证状态
MAIN_MENU, # 主菜单
IN_GAME, # 游戏中
PAUSED, # 暂停
SETTINGS # 设置
}
var current_state: GameState = GameState.LOADING
var previous_state: GameState = GameState.LOADING
var current_user: String = ""
var game_version: String = "1.0.0"
func _ready():
print("GameManager 初始化完成")
change_state(GameState.AUTH)
func change_state(new_state: GameState):
if current_state == new_state:
return
previous_state = current_state
current_state = new_state
print("游戏状态变更: ", GameState.keys()[previous_state], " -> ", GameState.keys()[current_state])
game_state_changed.emit(new_state)
func get_current_state() -> GameState:
return current_state
func get_previous_state() -> GameState:
return previous_state
func set_current_user(username: String):
current_user = username
print("当前用户设置为: ", username)
func get_current_user() -> String:
return current_user
func is_user_logged_in() -> bool:
return not current_user.is_empty()

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uid://c6bl6k5kkfah6

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extends Node
# 场景管理器 - 负责场景切换和管理
# 提供场景切换的统一接口
signal scene_changed(scene_name: String)
signal scene_change_started(scene_name: String)
var current_scene_name: String = ""
var is_changing_scene: bool = false
# 场景路径映射
var scene_paths: Dictionary = {
"main": "res://scenes/main_scene.tscn",
"auth": "res://scenes/auth_scene.tscn",
"game": "res://scenes/game_scene.tscn",
"battle": "res://scenes/battle_scene.tscn",
"inventory": "res://scenes/inventory_scene.tscn",
"shop": "res://scenes/shop_scene.tscn",
"settings": "res://scenes/settings_scene.tscn"
}
func _ready():
print("SceneManager 初始化完成")
func change_scene(scene_name: String, use_transition: bool = true):
if is_changing_scene:
print("场景切换中,忽略新的切换请求")
return false
if not scene_paths.has(scene_name):
print("错误: 未找到场景 ", scene_name)
return false
var scene_path = scene_paths[scene_name]
print("开始切换场景: ", current_scene_name, " -> ", scene_name)
is_changing_scene = true
scene_change_started.emit(scene_name)
if use_transition:
await show_transition()
var error = get_tree().change_scene_to_file(scene_path)
if error != OK:
print("场景切换失败: ", error)
is_changing_scene = false
return false
current_scene_name = scene_name
is_changing_scene = false
scene_changed.emit(scene_name)
if use_transition:
await hide_transition()
print("场景切换完成: ", scene_name)
return true
func get_current_scene_name() -> String:
return current_scene_name
func register_scene(scene_name: String, scene_path: String):
scene_paths[scene_name] = scene_path
print("注册场景: ", scene_name, " -> ", scene_path)
func show_transition():
# TODO: 实现场景切换过渡效果
print("显示场景切换过渡效果")
await get_tree().create_timer(0.2).timeout
func hide_transition():
# TODO: 隐藏场景切换过渡效果
print("隐藏场景切换过渡效果")
await get_tree().create_timer(0.2).timeout

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uid://bf5bmaqwstpuq