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No commits in common. "41224d8ba86933b90974f936708ca5a4e583d67c" and "f7ad436ebb9b60d7581a9a61cec80b9f50eb628a" have entirely different histories.

5 changed files with 18 additions and 166 deletions

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@ -4,50 +4,16 @@
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@ -1 +0,0 @@
[开源免费Icon(编辑器开发用)](https://feathericons.com/)

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@ -126,85 +126,7 @@ func asyns_tween_property(scene_tree : SceneTree, object:Object, tween_property:
await tween.finished await tween.finished
``` ```
### 使用类似switch的分支语句
基础样例
``` python
extends Node
func _ready():
var x = 3
match x:
1:
print("1")
2:
print("2")
"test":
print("test")
_:
print("others")
```
match多类型 与 match方法样例
``` python
extends Node
func _ready():
var x = "ss"
match x:
1, 2, 3:
print("numbers")
"String1", "String2", "String3":
print("strings")
var default:
print(default)
match test(x):
TYPE_INT:
print("numbers")
TYPE_STRING:
print("strings")
TYPE_FLOAT:
print("floats")
func test(a):
return typeof(a)
```
match 数组与字典样例
```python
extends Node
func _ready():
var x = [1, 0, 3, 4, null, "test"]
match x:
[]:
print("empty")
[1, 2, 3, 4, null, "test"]:
print("case1")
[1, 2, ..]:
print("case2")
[var start, _, 3, ..]:
print(start)
x = {
"name" : "TsaiShuku",
"hobby" : "Sing, dance, rap and dance",
"test" : ""
}
match x:
{}:
print("case1")
{"name" : "TsaiShuk", ..}:
print("case2")
{"name", "hobby"}:
print("case3")
{"test", "hobby": var hobby, ..}:
print(hobby)
{"test": _,"name"}:
print("case4")
```
### 在Godot中使用继承与组合 ### 在Godot中使用继承与组合
- [How You can Easily Make Your Code Simpler in Godot4](https://www.youtube.com/watch?v=74y6zWZfQKk&t=2s) - [How You can Easily Make Your Code Simpler in Godot4](https://www.youtube.com/watch?v=74y6zWZfQKk&t=2s)
- 这个视频挺好的 完美阐述了如何在godot中使用组合的方式替代继承 非常妙 子物体即是组件 - 这个视频挺好的 完美阐述了如何在godot中使用组合的方式替代继承 非常妙 子物体即是组件

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@ -1,33 +1 @@
![](./Aseets/TagSystem.drawio.png) ![](./Aseets/TagSystem.drawio.png)
Tag System 主要是基于UE的那一套, 我自己模仿的. 主要就是为了在游戏中使用关键字tag.
在我的分析下, 一共有两个地方需要注意, 一个是TagSystem的配置功能, 需要在配置的时候配置游戏中有那些Tag, 并且配置Tag对应的描述方便调试, 所以还需要实现一个编辑器功能
第二方面主要是在游戏中实际运行时, 他刚可以是字符串, 也可以是TagTree的索引, 从而方便我去修改Tag的名字(这里我需要考量, 怎么做才是好的, 因为我如果单纯的以Idnex 作为索引就会不正确, 我觉得需要用一个ID系统进行处理. 比如每新增一个TAG会给予一个ID).
## Plan
- TagTree
- `TagData root`
- GetByID(int id)
- TagData
- ID 自增且不重复
- Name 名字
- Des 开发者用的描述信息
- `Array[TagData] Child`
- `TagData Parent`
- 编辑器
- RowData: ID + String + Des
- Add Btn 构造新的 RowData
- Remove Btn 删除 RowData
- GetEnum()->Array[ID]
- GetName(int id) -> String
- 保存成什么数据格式?
## Do
- [x] 在我的Godot Tools 项目中成功实现了Tag的编辑器
- [ ] 接下来需要实现的是Tag模块的配置数据的IO
- [ ] 游戏中的Tag ID配置, 能够方便的直接索引到我的Tag配置文件中去
- [ ] 游戏的 Tag 搜索或检索功能

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@ -1,4 +1,3 @@
- [x] 对UE的TagSystem进行分析 [TagSystem](TagSystem.md) - [ ] 对UE的TagSystem进行分析
- [ ] 实现配置编辑器功能 完成50%
- [ ] 类似实现一个检索搜索功能
- [ ] 实现对应代码功能 (抄脚本) - [ ] 实现对应代码功能 (抄脚本)
- [ ] 实现配置编辑器功能