supervisor-simulator/scripts/Core/GameSession.cs
2026-01-11 23:57:24 +08:00

87 lines
2.6 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
{
/// <summary>
/// 游戏状态
/// </summary>
public GameState State { get; }
/// <summary>
/// 游戏内容数据库
/// </summary>
public GameContentDatabase Content { get; }
/// <summary>
/// 领域事件总线
/// </summary>
public DomainEventBus Events { get; }
/// <summary>
/// 本地化服务
/// </summary>
public ILocalizationService Localization { get; }
/// <summary>
/// 游戏系统集合
/// </summary>
public GameSystems Systems { get; }
/// <summary>
/// 构造游戏会话
/// </summary>
/// <param name="state">游戏状态</param>
/// <param name="content">内容数据库</param>
/// <param name="localization">本地化服务</param>
/// <param name="events">事件总线</param>
public GameSession(GameState state, GameContentDatabase content, ILocalizationService localization, DomainEventBus events)
{
State = state;
Content = content;
Localization = localization;
Events = events;
Systems = new GameSystems();
Systems.Initialize(this);
}
/// <summary>
/// 创建默认游戏会话
/// </summary>
/// <returns>游戏会话实例</returns>
public static GameSession CreateDefault()
{
var registry = new ContentRegistry();
var resourceSource = new ResourceContentSource(0);
resourceSource.ResourcePaths.Add("res://resources/definitions/discipline_biology.tres");
registry.RegisterSource(resourceSource);
var jsonSource = new JsonContentSource(10);
jsonSource.DataPaths.Add("res://resources/definitions/disciplines.json");
jsonSource.DataPaths.Add("res://resources/definitions/archetypes.json");
jsonSource.DataPaths.Add("res://resources/definitions/roles.json");
jsonSource.DataPaths.Add("res://resources/definitions/traits.json");
registry.RegisterSource(jsonSource);
var content = registry.BuildDatabase();
var localization = new GodotLocalizationService();
var events = new DomainEventBus();
return new GameSession(new GameState(), content, localization, events);
}
/// <summary>
/// 每帧更新
/// </summary>
/// <param name="delta">帧间隔</param>
public void Tick(float delta)
{
Systems.Tick(delta);
}
}