supervisor-simulator/scripts/Core/GameSession.cs
wjsjwr b8fecd080f 已把模型层改成组合式结构并补齐 MVC/内容配置骨架:Unit/任务/运行时状态现在通过组件组合,GameManager 作为桥接层改为驱动 GameSession/Controller;同时新增学科/羁绊/装备/任务/肉鸽等定义结构,预留 i18n 与 Mod 内容加载接口。
- 组合式单位与数值基础重构:scripts/Models/UnitModel.cs, scripts/Models/UnitComponents.cs, scripts/Models/StudentModel.cs, scripts/Models/MentorModel.cs, scripts/Models/StaffModel.cs, scripts/Models/PropertyValue.cs, scripts/Models/StatusValue.cs
  - 任务与运行时状态骨架:scripts/Models/Task.cs, scripts/Models/TaskDefinitions.cs, scripts/Models/GameState.cs
  - 配置与规则定义骨架:scripts/Models/DefinitionSupport.cs, scripts/Models/DomainEnums.cs, scripts/Models/Modifiers.cs, scripts/Models/DisciplineDefinitions.cs, scripts/Models/SynergyDefinitions.cs, scripts/Models/ItemDefinitions.cs, scripts/Models/PaperDefinitions.cs, scripts/Models/RogueliteDefinitions.cs, scripts/Models/GameContentDatabase.cs, scripts/Models/CoreIds.cs
  - MVC/会话/系统/i18n/Mod 支撑:scripts/Core/GameSession.cs, scripts/Core/GameSystems.cs, scripts/Core/GameController.cs, scripts/Core/Mvc.cs, scripts/Core/LocalizationService.cs, scripts/Core/ContentRegistry.cs, scripts/Core/ModManifest.cs, scripts/Core/EventBus.cs
  - 主控流程衔接:scripts/GameManager.cs
2025-12-31 23:54:31 +08:00

48 lines
1.3 KiB
C#

using Models;
namespace Core;
/// <summary>
/// 游戏会话(运行时入口)
/// 设计说明:
/// 1) 将 State + Content + Systems + Services 组织为一个整体。
/// 2) 便于在 Godot Node 中持有,避免散落的静态单例。
/// 注意事项:
/// - 真实项目中应通过工厂或依赖注入创建。
/// 未来扩展:
/// - 可加入“加载存档/保存存档/重置”接口。
/// </summary>
public sealed class GameSession
{
public GameState State { get; }
public GameContentDatabase Content { get; }
public DomainEventBus Events { get; }
public ILocalizationService Localization { get; }
public GameSystems Systems { get; }
public GameSession(GameState state, GameContentDatabase content, ILocalizationService localization, DomainEventBus events)
{
State = state;
Content = content;
Localization = localization;
Events = events;
Systems = new GameSystems();
Systems.Initialize(this);
}
public static GameSession CreateDefault()
{
var registry = new ContentRegistry();
var content = registry.BuildDatabase();
var localization = new GodotLocalizationService();
var events = new DomainEventBus();
return new GameSession(new GameState(), content, localization, events);
}
public void Tick(float delta)
{
Systems.Tick(delta);
}
}