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。
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Godot 4 有限状态机设计模式,包含状态基类、状态机管理、状态转换和输入处理。
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有限状态机(FSM)是游戏开发中最常用的设计模式之一,用于管理角色或对象的行为状态。通过将行为拆分为独立的状态类,状态机可以清晰管理状态转换、减少条件判断,使代码结构更加清晰。
# state_machine.gd
class_name StateMachine
extends Node
signal state_changed(from_state: StringName, to_state: StringName)
@export var initial_state: State
var current_state: State
var states: Dictionary = {}
func _ready() -> void:
for child in get_children():
if child is State:
states[child.name] = child
child.state_machine = self
child.process_mode = Node.PROCESS_MODE_DISABLED
if initial_state:
current_state = initial_state
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter()
func _process(delta: float) -> void:
if current_state:
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _unhandled_input(event: InputEvent) -> void:
if current_state:
current_state.handle_input(event)
func transition_to(state_name: StringName, msg: Dictionary = {}) -> void:
if not states.has(state_name):
push_error("State '%s' not found" % state_name)
return
var previous_state := current_state
previous_state.exit()
previous_state.process_mode = Node.PROCESS_MODE_DISABLED
current_state = states[state_name]
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter(msg)
state_changed.emit(previous_state.name, current_state.name)
# state.gd
class_name State
extends Node
var state_machine: StateMachine
func enter(_msg: Dictionary = {}) -> void:
pass
func exit() -> void:
pass
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
pass
func handle_input(_event: InputEvent) -> void:
pass
# player_idle.gd
class_name PlayerIdle
extends State
@export var player: Player
func enter(_msg: Dictionary = {}) -> void:
player.animation.play("idle")
func physics_update(_delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
if direction != Vector2.ZERO:
state_machine.transition_to("Move")
func handle_input(event: InputEvent) -> void:
if event.is_action_pressed("attack"):
state_machine.transition_to("Attack")
elif event.is_action_pressed("jump"):
state_machine.transition_to("Jump")
# player_move.gd
class_name PlayerMove
extends State
@export var player: Player
func enter(_msg: Dictionary = {}) -> void:
player.animation.play("walk")
func physics_update(_delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
if direction == Vector2.ZERO:
state_machine.transition_to("Idle")
elif Input.is_action_just_pressed("attack"):
state_machine.transition_to("Attack")
# player_attack.gd
class_name PlayerAttack
extends State
@export var player: Player
var attack_cooldown: float = 0.3
var attack_timer: float = 0.0
func enter(_msg: Dictionary = {}) -> void:
player.animation.play("attack")
attack_timer = attack_cooldown
func physics_update(_delta: float) -> void:
attack_timer -= _delta
if attack_timer <= 0 and player.animation.current_animation == "attack":
state_machine.transition_to("Idle")
# hierarchical_state_machine.gd
class_name HierarchicalStateMachine
extends StateMachine
var parent_state: State
func init(parent: State) -> void:
parent_state = parent
for child in get_children():
if child is State:
child.state_machine = self
# state_with_substates.gd
class_name StateWithSubstates
extends State
@onready var hierarchical_fsm := HierarchicalStateMachine.new()
func enter(_msg: Dictionary = {}) -> void:
hierarchical_fsm.init(self)
add_child(hierarchical_fsm)
hierarchical_fsm._ready()
func exit() -> void:
hierarchical_fsm.current_state.exit()
hierarchical_fsm.queue_free()
| 模式 | 适用场景 | 复杂度 |
|---|---|---|
| 简单状态机 | 状态较少、无嵌套 | 低 |
| 层级状态机 | 状态有共性、需要共享逻辑 | 中 |
| 下推自动机 | 状态需要堆栈管理(如战斗/逃跑) | 高 |
| 模式 | 应用场景 |
|---|---|
| 状态模式 | 将每个状态封装为独立类 |
| 观察者模式 | state_changed 信号通知其他系统 |
| 模板方法 | 基类定义状态接口,子类实现具体行为 |
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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.
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。
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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。
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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。
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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。
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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.