Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
The English summary is being prepared. Showing the original description.
Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信。
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
Autoload(自动加载)是 Godot 中的单例功能,允许脚本在游戏开始时自动加载并在整个游戏周期中存在。正确使用 Autoload 可以有效管理全局状态和系统服务。
# game_data.gd (Add to Project Settings > Autoload)
extends Node
enum GameState { MENU, PLAYING, PAUSED, GAME_OVER }
var state: GameState = GameState.MENU
var score: int = 0:
set(value):
score = value
score_changed.emit(score)
var high_score: int = 0
var level: int = 1
var player_health: int = 100
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
_load_high_score()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause") and state == GameState.PLAYING:
toggle_pause()
func start_game() -> void:
score = 0
state = GameState.PLAYING
game_started.emit()
func toggle_pause() -> void:
var is_paused := state != GameState.PAUSED
if is_paused:
state = GameState.PAUSED
get_tree().paused = true
else:
state = GameState.PLAYING
get_tree().paused = false
game_paused.emit(is_paused)
func end_game(won: bool) -> void:
state = GameState.GAME_OVER
if score > high_score:
high_score = score
_save_high_score()
game_over.emit(won)
func add_score(points: int) -> void:
score += points
func _load_high_score() -> void:
if FileAccess.file_exists("user://high_score.save"):
var file := FileAccess.open("user://high_score.save", FileAccess.READ)
high_score = file.get_32()
func _save_high_score() -> void:
var file := FileAccess.open("user://high_score.save", FileAccess.WRITE)
file.store_32(high_score)
# event_bus.gd (Autoload)
extends Node
# Player events
signal player_spawned(player: Node2D)
signal player_died(player: Node2D)
signal player_health_changed(health: int, max_health: int)
# Enemy events
signal enemy_spawned(enemy: Node2D)
signal enemy_died(enemy: Node2D, position: Vector2)
signal wave_started(wave_number: int)
# Item events
signal item_collected(item_type: StringName, value: int)
signal powerup_activated(powerup_type: StringName)
# Level events
signal level_started(level_number: int)
signal level_completed(level_number: int, time: float)
signal checkpoint_reached(checkpoint_id: int)
# Game state events
signal game_paused(is_paused: bool)
signal game_over(won: bool)
# 在任意脚本中连接信号
class_name Enemy
extends CharacterBody2D
func die() -> void:
EventBus.enemy_died.emit(self, global_position)
queue_free()
# 监听信号
class_name GameManager
extends Node
func _ready() -> void:
EventBus.enemy_died.connect(_on_enemy_died)
EventBus.level_started.connect(_on_level_started)
func _on_enemy_died(enemy: Node2D, position: Vector2) -> void:
spawn_drops(position)
add_score(10)
func _on_level_started(level_number: int) -> void:
prepare_waves(level_number)
# audio_manager.gd (Autoload)
extends Node
@export var bgm_bus: int = 0
@export var sfx_bus: int = 1
var _bgm_player: AudioStreamPlayer
var _sfx_player: AudioStreamPlayer
func _ready() -> void:
_bgm_player = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new()
add_child(_bgm_player)
add_child(_sfx_player)
func play_bgm(stream: AudioStream, volume_db: float = 0.0) -> void:
_bgm_player.stream = stream
_bgm_player.volume_db = volume_db
_bgm_player.play()
func play_sfx(stream: AudioStream, volume_db: float = 0.0) -> void:
_sfx_player.stream = stream
_sfx_player.volume_db = volume_db
_sfx_player.play()
func stop_bgm() -> void:
_bgm_player.stop()
# scene_manager.gd (Autoload)
extends Node
signal scene_loading_progress(progress: float)
signal scene_loaded(scene: Node)
var _current_scene: Node
var _loader: ResourceLoader
func _ready() -> void:
_current_scene = get_tree().current_scene
func change_scene(scene_path: String) -> void:
scene_loading_progress.emit(0.0)
if ResourceLoader.has_cached(scene_path):
var scene := load(scene_path) as PackedScene
_swap_scene(scene.instantiate())
return
ResourceLoader.load_threaded_request(scene_path)
while true:
var progress := []
var status := ResourceLoader.load_threaded_get_status(scene_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
scene_loading_progress.emit(progress[0])
await get_tree().process_frame
ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(scene_path) as PackedScene
_swap_scene(scene.instantiate())
return
_:
push_error("Failed to load scene: %s" % scene_path)
return
func _swap_scene(new_scene: Node) -> void:
if _current_scene:
_current_scene.queue_free()
_current_scene = new_scene
get_tree().root.add_child(_current_scene)
get_tree().current_scene = _current_scene
scene_loaded.emit(_current_scene)
Project Settings > Autoload
├── GameData # 全局游戏数据
├── EventBus # 事件总线
├── AudioManager # 音频管理
├── SceneManager # 场景管理
├── SaveManager # 存档管理
└── InputManager # 输入管理
| 原则 | 说明 |
|---|---|
| 最小化原则 | 只将真正需要全局访问的对象设为 Autoload |
| 单一职责 | 每个 Autoload 只负责一个功能 |
| 信号解耦 | 优先使用 EventBus 信号通信 |
| 避免滥用 | 过多 Autoload 会使代码耦合度增加 |
| 注意事项 | 说明 |
|---|---|
| 初始化顺序 | Autoload 按配置顺序初始化 |
| ** PROCESS_MODE_ALWAYS** | 需要在暂停时运行的脚本设置此模式 |
| 避免循环依赖 | Autoload 之间不要相互引用形成循环 |
| 线程安全 | 多线程场景注意信号线程安全 |
No reviews yet. Tell others what you thought.
No login needed. Share how it worked for you, ask a question, or note where it did not run.
No comments yet. Be the first to write one.
Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
The English summary is being prepared. Showing the original description.
Godot 4 建造系统实现,包含GridMap方块管理、第一人称视角、射线交互。
The English summary is being prepared. Showing the original description.
Godot 4 ECS实体组件系统模式,包含组件化设计、数据与逻辑分离、组件通信。
The English summary is being prepared. Showing the original description.
Godot 4 种植系统设计,包含植物数据结构、生长阶段、浇水机制、TileMap应用。
The English summary is being prepared. Showing the original description.
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
The English summary is being prepared. Showing the original description.
Godot 4 可交互组件设计,包含InteractiveComponent代理组件、NPC对话、区域触发。
The English summary is being prepared. Showing the original description.