Files
oops-plugin-framework/assets/module/common/GamePartRegistry.ts
dgflash d4f140077e feat (core): 完善框架核心功能模块 - 音频、对象池、资源加载与组件系统
新增与优化核心模块
🎯 GUI 交互增强
ButtonInterceptor:按钮点击事件劫持器
劫持 EventHandler.emitEvents / ButtonSimple.onClick 核心方法
支持多类型按钮音效配置注册,按按钮类型自动匹配音效
单例模式管理,支持全局动态激活 / 停用拦截功能
🧩 对象池管理系统
GameNodePool:通用游戏节点对象池管理器
基于预制体(Prefab)UUID 实现池化隔离管理
支持特效、UI 元素等高频对象预加载、复用与回收
全局单例访问,统一管控对象创建 / 销毁逻辑
🔊 音频管理系统
AudioManager:音频核心管理器
独立背景音乐(AudioMusic)+ 音效池(AudioEffectPool)双模块
支持全局音量控制、播放状态恢复与场景切换管理
AudioEffect:基础音效播放器
AudioEnum:音频类型、音效分类枚举定义
📦 资源加载系统
ResLoader:资源加载核心控制器
资源包(Bundle)统一管理 + 并发加载限流控制
远程资源本地缓存、自动释放与内存优化
完整加载进度回调 + 错误异常处理机制
ResTypes:资源类型规范定义
ResErrors:资源加载错误码与异常处理
ResUtils:资源路径、格式转换等工具方法
🧱 模块化组件系统
GameComponent:游戏显示对象组件基类
集成资源自动引用计数(RC)管理
模块化部件(GamePartRegistry)插拔式架构
内置音频、按钮、事件、键盘、节点、对象池、资源七大部件
部件封装:
GamePartAudio:音频功能部件
GamePartButton:按钮交互部件
GamePartEvent:全局事件部件
GamePartKeyboard:键盘输入部件
GamePartNode:节点操作部件
GamePartNodePool:对象池调用部件
GamePartRes:资源加载部件
📝 类型定义完善
新增 IAudio 音频数据与播放参数接口
统一全模块 TS 类型定义与导出规范
优化接口注释与类型约束,提升开发体验
2026-05-29 22:55:13 +08:00

101 lines
3.1 KiB
TypeScript

import { GamePartAudio } from './part/GamePartAudio';
import { GamePartButton } from './part/GamePartButton';
import { GamePartNodePool } from './part/GamePartNodePool';
import { GamePartEvent } from './part/GamePartEvent';
import { GamePartKeyboard } from './part/GamePartKeyboard';
import { GamePartNode } from './part/GamePartNode';
import { GamePartRes } from './part/GamePartRes';
import { GamePartBase } from './GamePartBase';
/**
* 子模块注册键
* @remarks 枚举顺序即销毁顺序(先输入/音频/资源/特效,最后事件)
*/
export enum GamePartKey {
/** 按钮 */
Button = 'button',
/** 键盘 */
Keyboard = 'keyboard',
/** 音频 */
Audio = 'audio',
/** 资源 */
Res = 'res',
/** 节点池 */
Pool = 'pool',
/** 节点树 */
Nodes = 'nodes',
/** 全局事件 */
Event = 'event',
}
/** 模块创建器类型 */
type ModuleCreator = (comp: object) => GamePartBase;
/** 子模块懒加载注册表(统一登记、按序批量销毁) */
export class GamePartRegistry {
private instances: Map<GamePartKey, GamePartBase> | null = null;
private creators: Map<GamePartKey, ModuleCreator>;
/** 构造函数
* @param comp 宿主对象
* @param creators 模块创建器映射表
*/
constructor(
private readonly comp: object,
creators: Map<GamePartKey, ModuleCreator>
) {
this.creators = creators;
}
/** 获取实例映射表(延迟创建) */
private getInstances(): Map<GamePartKey, GamePartBase> {
if (!this.instances) {
this.instances = new Map<GamePartKey, GamePartBase>();
}
return this.instances;
}
/** 获取模块实例
* @param key 模块键
* @returns 模块实例
*/
get<M extends GamePartBase = GamePartBase>(key: GamePartKey): M {
const instances = this.getInstances();
let module = instances.get(key) as M | undefined;
if (!module) {
const creator = this.creators.get(key);
if (!creator) {
throw new Error(`未找到模块创建器: ${key}`);
}
module = creator(this.comp) as M;
instances.set(key, module);
}
return module;
}
/** 销毁所有模块 */
destroy(): void {
if (this.instances) {
for (const key of Object.values(GamePartKey)) {
this.instances.get(key)?.destroy();
}
this.instances.clear();
this.instances = null;
}
}
}
const GAME_PART = new Map<GamePartKey, ModuleCreator>([
[GamePartKey.Button, (comp) => new GamePartButton(comp)],
[GamePartKey.Keyboard, (comp) => new GamePartKeyboard(comp)],
[GamePartKey.Audio, (comp) => new GamePartAudio(comp)],
[GamePartKey.Res, (comp) => new GamePartRes(comp)],
[GamePartKey.Pool, (comp) => new GamePartNodePool(comp)],
[GamePartKey.Nodes, (comp) => new GamePartNode(comp)],
[GamePartKey.Event, (comp) => new GamePartEvent(comp)],
]);
export function createPart(comp: object): GamePartRegistry {
return new GamePartRegistry(comp, GAME_PART);
}