文档记录
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docs/superpowers/specs/2026-05-14-gamecore-design.md
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docs/superpowers/specs/2026-05-14-gamecore-design.md
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# GameCore 游戏框架设计文档
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## 概述
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通用 Unity 游戏框架,以 Unity Package 形式分发,基于自研轻量 DI 容器,采用核心扩展式架构。目标:跨项目可复用 + 开箱即用的常用系统。
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- **目标平台:** Unity 2022 LTS
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- **架构模式:** 依赖注入 (DI)
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- **分发形式:** Unity Package
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- **DI 容器:** 自研轻量实现(反射,预留 Source Generator 优化接口)
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---
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## 架构:核心扩展式
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```
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GameCore (核心 asmdef)
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├── DI 容器
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├── 所有模块接口定义
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└── 核心模块:事件系统、对象池、游戏流程控制、计时器
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扩展包 (各自独立 asmdef,只依赖核心)
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├── GameCore.UI
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├── GameCore.Audio
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├── GameCore.Resource
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├── GameCore.Data
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├── GameCore.Save
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└── GameCore.Network
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可替换实现 (各自独立 asmdef)
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├── GameCore.Defaults — 默认 EventBus + Timer
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├── GameCore.R3 — R3 实现(可选替换 Defaults)
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├── GameCore.Resource.Resources
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├── GameCore.Resource.Addressables
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├── GameCore.Save.FileStorage
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└── GameCore.Save.PlayerPrefsStorage
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```
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**设计原则:**
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- 核心包定义接口,不包含具体实现(DI、Pool、Lifecycle 除外)
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- 扩展包只依赖核心,互不依赖
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- 可替换实现通过 DI Installer 注册,换实现不改上层代码
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---
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## DI 容器
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### 能力
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- 接口→实现绑定 (`Bind<IAudioManager>().To<AudioManager>()`)
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- 实例绑定 (`ToValue(instance)`)
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- 生命周期:`AsSingleton()` / `AsTransient()`
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- 子容器(场景级作用域,子容器销毁时自动释放其单例)
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- 构造函数注入(普通 C# 类)
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- 属性注入 `[Inject]`(MonoBehaviour)
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- 方法注入 `[Inject]`(初始化/PostConstruct)
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- 自动递归解析依赖链
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- 反射实现,预留 Source Generator 优化接口
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### 子容器
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```csharp
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// 全局容器(跨场景)
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var root = new GameContainer();
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// 场景容器(继承全局,场景销毁时一起释放)
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var sceneContainer = root.CreateChild();
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// 子容器可访问父容器绑定
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sceneContainer.Resolve<IAudioManager>(); // 从父容器拿
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// 子容器同名绑定覆盖父容器
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sceneContainer.Bind<IGameManager>().To<GameManager>().AsSingleton();
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```
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### 注入方式
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```csharp
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// 构造函数注入 — 普通 C# 类
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public class AudioManager : IAudioManager
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{
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private readonly IEventBus _eventBus;
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public AudioManager(IEventBus eventBus) { _eventBus = eventBus; }
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}
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// 属性注入 — MonoBehaviour
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public class GameCoreEntry : MonoBehaviour
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{
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[Inject] private IEventBus _eventBus;
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}
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// 方法注入 — 初始化/PostConstruct
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public class GameManager : IGameManager
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{
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[Inject]
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public void Init(IEventBus eventBus, IDataManager data)
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{
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// 所有依赖就绪后执行
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}
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}
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```
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---
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## 核心模块
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### 事件总线 (IEventBus)
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接口定义在核心包,实现可替换。
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```csharp
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public interface IEventBus
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{
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void Subscribe<T>(Action<T> handler) where T : IEvent;
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void Unsubscribe<T>(Action<T> handler) where T : IEvent;
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void Publish<T>(T evt) where T : IEvent;
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}
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```
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- 事件用 `struct`,避免 GC 压力
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- 泛型事件分发,每个事件类型独立维护订阅者列表
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默认实现:`GameCore.Defaults.DefaultEventBus`
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R3 实现:`GameCore.R3.R3EventBus`
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### 计时器/调度器 (ITimerManager)
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接口定义在核心包,实现可替换。
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```csharp
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public interface ITimerManager
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{
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ITimerHandle Delay(float seconds, Action callback);
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ITimerHandle Repeat(float interval, Action callback);
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void Tick(float deltaTime);
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}
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public interface ITimerHandle
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{
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void Cancel();
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bool IsDone { get; }
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}
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```
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- 不依赖 MonoBehaviour Coroutine,纯 Tick 驱动
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- 内部用对象池管理 Timer 对象
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默认实现:`GameCore.Defaults.DefaultTimerManager`
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R3 实现:`GameCore.R3.R3TimerManager`
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### 对象池 (IPoolManager)
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```csharp
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public interface IPoolManager
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{
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IPool<T> CreatePool<T>(Func<T> factory, int prewarm = 0);
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IGameObjectPool CreateGameObjectPool(string prefabPath, int prewarm = 0);
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}
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public interface IPool<T>
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{
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T Get();
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void Release(T item);
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}
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```
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- 泛型对象池,支持任意类型
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- 预加载容量,支持预热
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- GameObject 池的创建/销毁由 Resource 扩展包实现,核心只定义接口
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### 游戏流程控制 (GameLifecycle)
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```csharp
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public static class GameCore
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{
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public static void Launch(StartupConfig config);
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public static void Tick();
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public static void Shutdown();
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}
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public class StartupConfig
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{
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public IInstaller[] Installers;
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public IStartupTask[] StartupTasks;
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}
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public interface IInstaller
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{
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void Install(IGameContainer container);
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}
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public interface IStartupTask
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{
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Task Execute();
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}
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```
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生命周期阶段:
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```
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Launch → Installers 注册绑定 → ResolveAll 创建单例 → StartupTasks 按序执行 → Running
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↓
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场景切换时
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子容器销毁
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↓
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Shutdown
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```
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- `IInstaller` 统一模块注册入口
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- `IStartupTask` 控制启动顺序(支持异步)
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- 场景切换时自动销毁场景级子容器
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- Shutdown 时按反序释放所有模块
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---
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## 扩展包
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### GameCore.Resource — 资源加载
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```csharp
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public interface IResourceLoader
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{
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T Load<T>(string path) where T : Object;
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Task<T> LoadAsync<T>(string address) where T : Object;
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void Release<T>(T asset);
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void ReleaseAll();
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}
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```
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- 统一封装,支持引用计数,同一资源多次加载不重复
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- 存储实现可替换:Resources / Addressables / AssetBundle / 自定义
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### GameCore.UI — UI 管理
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```csharp
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public interface IUIManager
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{
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T Open<T>(string layer = null) where T : UIPanelBase;
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void Close<T>() where T : UIPanelBase;
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void CloseAll();
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void CloseLayer(string layer);
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void RegisterLayer(string name, Canvas canvas, int sortOrder);
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}
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public abstract class UIPanelBase : MonoBehaviour
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{
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[Inject] protected IEventBus _eventBus;
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[Inject] protected IResourceLoader _loader;
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public virtual void OnOpen() { }
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public virtual void OnClose() { }
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}
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```
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- 层级由用户自定义注册,不预设固定层级
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- 面板栈管理,支持返回上一级
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- 面板复用(配合对象池)
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### GameCore.Audio — 音频管理
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```csharp
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public interface IAudioManager
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{
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IAudioHandle PlayBGM(string name, bool loop = true, float fadeIn = 0f);
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void StopBGM(float fadeOut = 0f);
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IAudioHandle PlaySFX(string name);
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void Stop(IAudioHandle handle);
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void Pause(IAudioHandle handle);
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void Resume(IAudioHandle handle);
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void SetBGMVolume(float volume);
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void SetSFXVolume(float volume);
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void MuteAll();
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void UnmuteAll();
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}
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public interface IAudioHandle
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{
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float Volume { get; set; }
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bool IsPlaying { get; }
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void Stop(float fadeOut = 0f);
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}
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```
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- fadeIn/fadeOut 处理音频过渡,具体曲线在实现层
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- IAudioHandle 可停止单个音频
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- SFX 用对象池管理 AudioSource
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### GameCore.Data — 数据/配置管理
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```csharp
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public interface IDataManager
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{
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void RegisterParser<TParser>(string format) where TParser : IDataParser;
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void LoadModule(string moduleName);
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void UnloadModule(string moduleName);
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bool IsModuleLoaded(string moduleName);
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T GetConfig<T>(string key) where T : IConfig;
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IReadOnlyList<T> GetConfigs<T>() where T : IConfig;
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}
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public interface IDataParser
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{
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IEnumerable<IConfig> Parse(string content);
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}
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```
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- 格式自定义:注册 IDataParser 实现(JSON/CSV/ScriptableObject/自定义)
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- 分模块按需加载和卸载
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### GameCore.Save — 存档系统
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```csharp
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public interface ISaveManager
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{
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Task Save(string slotName, object data);
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Task<T> Load<T>(string slotName);
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void Delete(string slotName);
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bool Exists(string slotName);
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string[] ListSaves();
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}
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public interface ISaveStorage
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{
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Task Write(string key, byte[] data);
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Task<byte[]> Read(string key);
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void Delete(string key);
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bool Exists(string key);
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}
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```
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- ISaveManager 负责序列化和业务逻辑
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- ISaveStorage 负责底层读写,可替换:File / PlayerPrefs / 云存档 / 自定义
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- 支持多存档位
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### GameCore.Network — 网络层
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```csharp
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public interface INetworkService
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{
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Task<T> Request<T>(string url, object body);
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Task Connect(string url);
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void Disconnect();
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void Send<T>(T message);
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void OnReceive<T>(Action<T> handler);
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}
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```
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- HTTP 请求封装(GET/POST)
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- WebSocket 长连接
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- 断线重连、超时处理、心跳机制
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---
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## 包结构
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```
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com.yourname.gamecore/
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├── package.json
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├── README.md
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├── CHANGELOG.md
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├── LICENSE
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├── Runtime/
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│ ├── GameCore/ # 核心 asmdef
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│ │ ├── DI/
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│ │ ├── Events/IEventBus.cs
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│ │ ├── Timer/ITimerManager.cs
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│ │ ├── Pool/
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│ │ ├── Lifecycle/
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│ │ └── Interfaces/
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│ │
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│ ├── GameCore.Defaults/ # 默认 EventBus + Timer
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│ ├── GameCore.R3/ # R3 实现(可选)
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│ │
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│ ├── GameCore.UI/
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│ ├── GameCore.Audio/
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│ │
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│ ├── GameCore.Resource/ # 接口
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│ ├── GameCore.Resource.Resources/ # Resources 实现
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│ ├── GameCore.Resource.Addressables/ # Addressables 实现
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│ │
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│ ├── GameCore.Data/
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│ │
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│ ├── GameCore.Save/ # 接口 + 序列化
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│ ├── GameCore.Save.FileStorage/
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│ ├── GameCore.Save.PlayerPrefsStorage/
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│ │
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│ └── GameCore.Network/
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│
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├── Editor/
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│ └── GameCore.Editor/
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└── Samples~/
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```
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---
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## 完整使用示例
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```csharp
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// 入口
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public class GameBootstrap : MonoBehaviour
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{
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void Awake()
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{
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GameCore.Launch(new StartupConfig
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{
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Installers = new IInstaller[]
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{
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new CoreInstaller(),
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new TimerInstaller(),
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new ResourceInstaller<AddressablesResourceLoader>(),
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new AudioInstaller(),
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new UIInstaller(),
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new DataInstaller(),
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new SaveInstaller<FileSaveStorage>(),
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},
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StartupTasks = new IStartupTask[]
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{
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new LoadConfigTask(),
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new ShowMainMenuTask(),
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}
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});
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}
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void Update() => GameCore.Tick();
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void OnDestroy() => GameCore.Shutdown();
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}
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// 使用模块
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public class MainMenuPanel : UIPanelBase
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{
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[Inject] private IAudioManager _audio;
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[Inject] private IEventBus _eventBus;
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[Inject] private IDataManager _data;
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public override void OnOpen()
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{
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_audio.PlayBGM("main_menu", fadeIn: 1f);
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var weapons = _data.GetConfigs<WeaponConfig>();
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RenderWeaponList(weapons);
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}
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public void OnStartGameClick()
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{
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_audio.PlaySFX("click");
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_eventBus.Publish(new StartGameEvent { Level = 1 });
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}
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}
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// 事件定义
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public struct StartGameEvent : IEvent
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{
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public int Level;
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}
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```
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