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feat(ui): 添加UI路由基类和相关接口定义
- 实现UiRouterBase基类,提供页面栈管理和层级UI管理功能 - 定义IUiPageBehavior接口,规范UI页面生命周期方法和状态管理 - 定义IUiRouter接口,统一UI界面导航和切换操作规范 - 实现页面栈操作功能,包括Push、Pop、Replace、Clear等方法 - 实现层级UI管理功能,支持Overlay、Modal、Toast等浮层显示 - 集成UI过渡管道,支持UI切换动画和逻辑处理 - 添加暂停令牌管理,实现页面可见性驱动的暂停控制 - 实现UI动作捕获和分发机制,支持语义动作处理
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17
GFramework.Game.Abstractions/UI/IUiActionHandler.cs
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17
GFramework.Game.Abstractions/UI/IUiActionHandler.cs
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@ -0,0 +1,17 @@
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 由页面视图实现,用于接收路由仲裁后的 UI 语义动作。
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/// </summary>
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public interface IUiActionHandler
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{
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/// <summary>
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/// 处理一个 UI 语义动作。
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/// </summary>
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/// <param name="action">当前要处理的动作。</param>
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/// <returns>
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/// 如果页面已经完成处理则返回 <see langword="true" />;
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/// 返回 <see langword="false" /> 时,路由器仍会把声明捕获该动作视为已消费。
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/// </returns>
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bool TryHandleUiAction(UiInputAction action);
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}
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@ -0,0 +1,16 @@
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using GFramework.Game.Abstractions.Enums;
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 由页面视图实现,用于按运行时状态动态提供交互语义配置。
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/// </summary>
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public interface IUiInteractionProfileProvider
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{
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/// <summary>
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/// 获取页面当前应使用的交互配置。
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/// </summary>
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/// <param name="layer">页面绑定的默认 UI 层级。</param>
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/// <returns>当前页面的交互配置。</returns>
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UiInteractionProfile GetUiInteractionProfile(UiLayer layer);
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}
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@ -66,6 +66,11 @@ public interface IUiPageBehavior : IRoute
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/// </summary>
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bool BlocksInput { get; }
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/// <summary>
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/// 获取页面当前的输入、阻断与暂停交互配置。
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/// </summary>
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UiInteractionProfile InteractionProfile { get; }
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/// <summary>
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/// 页面进入时调用的方法
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/// </summary>
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@ -96,4 +101,11 @@ public interface IUiPageBehavior : IRoute
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/// 页面重新显示时调用的方法
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/// </summary>
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void OnShow();
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/// <summary>
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/// 尝试处理一个经过路由器仲裁后的 UI 语义动作。
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/// </summary>
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/// <param name="action">当前动作。</param>
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/// <returns>如果页面已经显式处理该动作则返回 <see langword="true" />。</returns>
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bool TryHandleUiAction(UiInputAction action);
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}
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@ -186,5 +186,31 @@ public interface IUiRouter : ISystem
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/// <param name="hideAll">是否隐藏所有匹配的UI实例,默认为false。</param>
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void HideByKey(string uiKey, UiLayer layer, bool destroy = false, bool hideAll = false);
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/// <summary>
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/// 查询当前对指定 UI 语义动作拥有最高优先级捕获权的页面。
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/// </summary>
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/// <param name="action">要查询的动作。</param>
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/// <returns>动作所有者;如果当前没有页面声明捕获该动作则返回 <see langword="null" />。</returns>
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IUiPageBehavior? GetUiActionOwner(UiInputAction action);
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/// <summary>
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/// 尝试把语义动作分发给当前拥有该动作的页面。
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/// </summary>
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/// <param name="action">当前动作。</param>
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/// <returns>如果该动作已被某个页面捕获并消费,则返回 <see langword="true" />。</returns>
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bool TryHandleUiAction(UiInputAction action);
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 指针输入。
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/// </summary>
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/// <returns>如果 World 指针输入应被阻断则返回 <see langword="true" />。</returns>
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bool BlocksWorldPointerInput();
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 语义动作输入。
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/// </summary>
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/// <returns>如果 World 动作输入应被阻断则返回 <see langword="true" />。</returns>
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bool BlocksWorldActionInput();
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#endregion
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}
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23
GFramework.Game.Abstractions/UI/UiInputAction.cs
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23
GFramework.Game.Abstractions/UI/UiInputAction.cs
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@ -0,0 +1,23 @@
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 定义框架级 UI 语义动作。
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/// 这些动作由输入层映射后交给 UI 路由统一仲裁,避免页面直接依赖具体按键或设备事件。
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/// </summary>
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public enum UiInputAction
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{
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/// <summary>
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/// 未指定动作。
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/// </summary>
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None = 0,
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/// <summary>
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/// 取消、返回或关闭当前 UI。
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/// </summary>
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Cancel = 1,
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/// <summary>
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/// 确认当前 UI 操作。
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/// </summary>
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Confirm = 2
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}
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23
GFramework.Game.Abstractions/UI/UiInputActionMask.cs
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23
GFramework.Game.Abstractions/UI/UiInputActionMask.cs
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@ -0,0 +1,23 @@
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 以位标记形式声明 UI 页面要捕获的语义动作集合。
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/// </summary>
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[Flags]
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public enum UiInputActionMask
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{
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/// <summary>
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/// 不捕获任何动作。
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/// </summary>
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None = 0,
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/// <summary>
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/// 捕获取消动作。
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/// </summary>
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Cancel = 1 << 0,
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/// <summary>
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/// 捕获确认动作。
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/// </summary>
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Confirm = 1 << 1
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}
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90
GFramework.Game.Abstractions/UI/UiInteractionProfile.cs
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90
GFramework.Game.Abstractions/UI/UiInteractionProfile.cs
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@ -0,0 +1,90 @@
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using GFramework.Core.Abstractions.Pause;
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using GFramework.Game.Abstractions.Enums;
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 描述一个 UI 页面在输入、World 阻断与暂停上的运行时语义。
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/// </summary>
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public sealed class UiInteractionProfile
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{
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/// <summary>
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/// 获取默认值实例。
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/// </summary>
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public static UiInteractionProfile Default { get; } = new();
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/// <summary>
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/// 声明当前页面要捕获的语义动作集合。
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/// </summary>
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public UiInputActionMask CapturedActions { get; init; } = UiInputActionMask.None;
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/// <summary>
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/// 指示当前页面是否阻断 World 指针输入,例如地图点击或相机拖拽。
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/// </summary>
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public bool BlocksWorldPointerInput { get; init; }
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/// <summary>
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/// 指示当前页面是否阻断 World 语义动作输入,例如 gameplay 快捷键。
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/// </summary>
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public bool BlocksWorldActionInput { get; init; }
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/// <summary>
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/// 指示当前页面的可见性是否应驱动暂停栈。
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/// </summary>
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public UiPauseMode PauseMode { get; init; } = UiPauseMode.None;
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/// <summary>
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/// 当 <see cref="PauseMode" /> 生效时使用的暂停组。
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/// </summary>
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public PauseGroup PauseGroup { get; init; } = PauseGroup.Global;
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/// <summary>
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/// 当场景树暂停时,该页面是否仍需继续处理输入与动画。
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/// </summary>
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public bool ContinueProcessingWhenPaused { get; init; }
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/// <summary>
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/// 页面向暂停栈登记时使用的原因文本。
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/// </summary>
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public string PauseReason { get; init; } = string.Empty;
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/// <summary>
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/// 判断当前配置是否捕获了指定动作。
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/// </summary>
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/// <param name="action">要查询的语义动作。</param>
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/// <returns>如果当前配置捕获该动作则返回 <see langword="true" />。</returns>
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public bool Captures(UiInputAction action)
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{
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return action switch
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{
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UiInputAction.Cancel => CapturedActions.HasFlag(UiInputActionMask.Cancel),
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UiInputAction.Confirm => CapturedActions.HasFlag(UiInputActionMask.Confirm),
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_ => false
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};
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}
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/// <summary>
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/// 为指定层级生成默认交互配置。
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/// </summary>
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/// <param name="layer">UI 层级。</param>
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/// <returns>该层级的默认交互语义。</returns>
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public static UiInteractionProfile CreateDefault(UiLayer layer)
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{
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return layer switch
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{
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UiLayer.Modal => new UiInteractionProfile
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{
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CapturedActions = UiInputActionMask.Cancel,
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BlocksWorldPointerInput = true,
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BlocksWorldActionInput = true
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},
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UiLayer.Topmost => new UiInteractionProfile
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{
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CapturedActions = UiInputActionMask.Cancel,
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BlocksWorldPointerInput = true,
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BlocksWorldActionInput = true
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},
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_ => Default
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};
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}
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}
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17
GFramework.Game.Abstractions/UI/UiPauseMode.cs
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17
GFramework.Game.Abstractions/UI/UiPauseMode.cs
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// 定义页面显示时与暂停系统的协作模式。
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/// </summary>
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public enum UiPauseMode
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{
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/// <summary>
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/// 页面显示不会触发暂停请求。
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/// </summary>
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None = 0,
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/// <summary>
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/// 页面在可见期间持有一个暂停请求,隐藏或销毁时释放。
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/// </summary>
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WhileVisible = 1
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}
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@ -1,6 +1,6 @@
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using GFramework.Core.Abstractions.Logging;
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using GFramework.Core.Abstractions.Pause;
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using GFramework.Core.Extensions;
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using GFramework.Core.Logging;
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using GFramework.Game.Abstractions.Enums;
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using GFramework.Game.Abstractions.UI;
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using GFramework.Game.Routing;
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@ -21,6 +21,11 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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/// </summary>
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private readonly Dictionary<UiLayer, Dictionary<string, IUiPageBehavior>> _layers = new();
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/// <summary>
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/// 记录当前由页面可见性驱动持有的暂停令牌。
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/// </summary>
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private readonly Dictionary<IUiPageBehavior, PauseToken> _pauseTokens = new();
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/// <summary>
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/// UI切换处理器管道,用于执行UI过渡动画和逻辑
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/// </summary>
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@ -36,6 +41,11 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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/// </summary>
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private int _instanceCounter;
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/// <summary>
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/// 可选暂停栈管理器。
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/// </summary>
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private IPauseStackManager? _pauseStackManager;
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/// <summary>
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/// UI根节点引用,用于添加和移除UI页面
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/// </summary>
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@ -324,6 +334,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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if (destroy)
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{
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page.OnExit();
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SyncPauseRequest(page, isVisible: false);
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_uiRoot.RemoveUiPage(page);
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layerDict.Remove(handle.InstanceId);
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Log.Debug("Hide & Destroy UI: instanceId={0}, layer={1}", handle.InstanceId, layer);
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@ -331,6 +342,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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else
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{
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page.OnHide();
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SyncPauseRequest(page, isVisible: false);
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Log.Debug("Hide UI (suspend): instanceId={0}, layer={1}", handle.InstanceId, layer);
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}
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}
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@ -350,6 +362,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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page.OnShow();
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page.OnResume();
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SyncPauseRequest(page, isVisible: true);
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Log.Debug("Resume UI: instanceId={0}, layer={1}", handle.InstanceId, layer);
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}
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@ -446,6 +459,55 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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Hide(handles[0], layer, destroy);
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}
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/// <summary>
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/// 获取当前拥有指定 UI 语义动作捕获权的页面。
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/// </summary>
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/// <param name="action">要查询的动作。</param>
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/// <returns>动作所有者;若没有页面声明捕获该动作则返回 <see langword="null" />。</returns>
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public IUiPageBehavior? GetUiActionOwner(UiInputAction action)
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{
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return EnumerateVisiblePagesByPriority()
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.FirstOrDefault(page => page.InteractionProfile.Captures(action));
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}
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/// <summary>
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/// 尝试将语义动作分发给当前拥有捕获权的页面。
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/// </summary>
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/// <param name="action">当前动作。</param>
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/// <returns>如果已有页面捕获该动作则返回 <see langword="true" />。</returns>
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public bool TryHandleUiAction(UiInputAction action)
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{
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var owner = GetUiActionOwner(action);
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if (owner is null)
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return false;
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var handled = owner.TryHandleUiAction(action);
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if (!handled)
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Log.Debug("UI action captured without explicit handler: key={0}, action={1}", owner.Key, action);
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return true;
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}
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 指针输入。
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/// </summary>
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/// <returns>如果 World 指针输入应被阻断则返回 <see langword="true" />。</returns>
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public bool BlocksWorldPointerInput()
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{
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return EnumerateVisiblePagesByPriority()
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.Any(page => page.InteractionProfile.BlocksWorldPointerInput);
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}
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 语义动作输入。
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/// </summary>
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/// <returns>如果 World 语义动作输入应被阻断则返回 <see langword="true" />。</returns>
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public bool BlocksWorldActionInput()
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{
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return EnumerateVisiblePagesByPriority()
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.Any(page => page.InteractionProfile.BlocksWorldActionInput);
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}
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#endregion
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#region Initialization
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@ -458,6 +520,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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{
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// 获取UI工厂实例,并确保其不为null
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_factory = this.GetUtility<IUiFactory>()!;
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TryBindPauseStackManager();
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// 输出调试日志,记录UI路由器基类已初始化及使用的工厂类型
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Log.Debug("UiRouterBase initialized. Factory={0}", _factory.GetType().Name);
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@ -472,6 +535,24 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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/// </summary>
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protected override abstract void RegisterHandlers();
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/// <summary>
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/// 路由销毁时释放所有由页面持有的暂停请求。
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/// </summary>
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (_pauseStackManager is null)
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return;
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foreach (var token in _pauseTokens.Values.ToArray())
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{
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_pauseStackManager.Pop(token);
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}
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_pauseTokens.Clear();
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}
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#endregion
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#region Internal Helpers
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@ -525,6 +606,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
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// 生命周期
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page.OnEnter(param);
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page.OnShow();
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SyncPauseRequest(page, isVisible: true);
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Log.Debug("Show UI: key={0}, instanceId={1}, layer={2}", page.Key, instanceId, layer);
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return handle;
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||||
@ -610,6 +692,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
|
||||
{
|
||||
Log.Debug("Suspend current page (Exclusive): {0}", current.View.GetType().Name);
|
||||
current.OnHide();
|
||||
SyncPauseRequest(current, isVisible: false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -621,6 +704,7 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
|
||||
Log.Debug("Enter & Show page: {0}, stackAfter={1}", page.View.GetType().Name, Stack.Count);
|
||||
page.OnEnter(param);
|
||||
page.OnShow();
|
||||
SyncPauseRequest(page, isVisible: true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -646,11 +730,14 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
|
||||
top.OnHide();
|
||||
}
|
||||
|
||||
SyncPauseRequest(top, isVisible: false);
|
||||
|
||||
if (Stack.Count > 0)
|
||||
{
|
||||
var next = Stack.Peek();
|
||||
next.OnResume();
|
||||
next.OnShow();
|
||||
SyncPauseRequest(next, isVisible: true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -665,5 +752,102 @@ public abstract class UiRouterBase : RouterBase<IUiPageBehavior, IUiPageEnterPar
|
||||
DoPopInternal(policy);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试绑定暂停栈管理器。
|
||||
/// </summary>
|
||||
private void TryBindPauseStackManager()
|
||||
{
|
||||
try
|
||||
{
|
||||
_pauseStackManager = this.GetUtility<IPauseStackManager>();
|
||||
}
|
||||
catch (InvalidOperationException)
|
||||
{
|
||||
_pauseStackManager = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据页面可见性同步暂停请求。
|
||||
/// </summary>
|
||||
/// <param name="page">页面行为。</param>
|
||||
/// <param name="isVisible">页面是否应视为可见。</param>
|
||||
private void SyncPauseRequest(IUiPageBehavior page, bool isVisible)
|
||||
{
|
||||
if (_pauseStackManager is null)
|
||||
return;
|
||||
|
||||
var profile = page.InteractionProfile;
|
||||
if (!isVisible || profile.PauseMode == UiPauseMode.None)
|
||||
{
|
||||
ReleasePauseRequest(page);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_pauseTokens.ContainsKey(page))
|
||||
return;
|
||||
|
||||
var reason = string.IsNullOrWhiteSpace(profile.PauseReason)
|
||||
? $"UI:{page.Key}"
|
||||
: profile.PauseReason;
|
||||
_pauseTokens[page] = _pauseStackManager.Push(reason, profile.PauseGroup);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放页面此前登记的暂停请求。
|
||||
/// </summary>
|
||||
/// <param name="page">目标页面。</param>
|
||||
private void ReleasePauseRequest(IUiPageBehavior page)
|
||||
{
|
||||
if (_pauseStackManager is null)
|
||||
return;
|
||||
|
||||
if (!_pauseTokens.Remove(page, out var token))
|
||||
return;
|
||||
|
||||
_pauseStackManager.Pop(token);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 按输入优先级枚举当前所有可见页面。
|
||||
/// </summary>
|
||||
/// <returns>可见页面序列。</returns>
|
||||
private IEnumerable<IUiPageBehavior> EnumerateVisiblePagesByPriority()
|
||||
{
|
||||
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Topmost))
|
||||
yield return page;
|
||||
|
||||
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Modal))
|
||||
yield return page;
|
||||
|
||||
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Overlay))
|
||||
yield return page;
|
||||
|
||||
foreach (var page in Stack.Where(static page => page.IsAlive && page.IsVisible))
|
||||
yield return page;
|
||||
|
||||
foreach (var page in EnumerateVisibleLayerPages(UiLayer.Toast))
|
||||
yield return page;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 枚举指定层级中的可见页面,层内按最近显示优先。
|
||||
/// </summary>
|
||||
/// <param name="layer">目标层级。</param>
|
||||
/// <returns>该层级中的可见页面。</returns>
|
||||
private IEnumerable<IUiPageBehavior> EnumerateVisibleLayerPages(UiLayer layer)
|
||||
{
|
||||
if (!_layers.TryGetValue(layer, out var layerDict))
|
||||
yield break;
|
||||
|
||||
foreach (var page in layerDict
|
||||
.OrderByDescending(static pair => pair.Key, StringComparer.Ordinal)
|
||||
.Select(static pair => pair.Value)
|
||||
.Where(static page => page.IsAlive && page.IsVisible))
|
||||
{
|
||||
yield return page;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -14,7 +14,6 @@
|
||||
using GFramework.Game.Abstractions.Enums;
|
||||
using GFramework.Game.Abstractions.UI;
|
||||
using GFramework.Godot.Extensions;
|
||||
using Godot;
|
||||
|
||||
namespace GFramework.Godot.UI;
|
||||
|
||||
@ -36,6 +35,16 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
/// </summary>
|
||||
private readonly IUiPage? _page;
|
||||
|
||||
/// <summary>
|
||||
/// 视图可选提供的交互配置提供者。
|
||||
/// </summary>
|
||||
private readonly IUiInteractionProfileProvider? _profileProvider;
|
||||
|
||||
/// <summary>
|
||||
/// 视图可选提供的 UI 语义动作处理器。
|
||||
/// </summary>
|
||||
private readonly IUiActionHandler? _uiActionHandler;
|
||||
|
||||
/// <summary>
|
||||
/// 视图节点的所有者实例。
|
||||
/// </summary>
|
||||
@ -51,6 +60,8 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
Owner = owner;
|
||||
_key = key;
|
||||
_page = owner as IUiPage;
|
||||
_profileProvider = owner as IUiInteractionProfileProvider;
|
||||
_uiActionHandler = owner as IUiActionHandler;
|
||||
}
|
||||
|
||||
#region 抽象属性 - 子类必须实现
|
||||
@ -115,6 +126,13 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
/// </summary>
|
||||
public bool IsVisible => Owner.Visible;
|
||||
|
||||
/// <summary>
|
||||
/// 获取页面当前的交互配置。
|
||||
/// 若页面未提供自定义配置,则回退到层级默认值。
|
||||
/// </summary>
|
||||
public UiInteractionProfile InteractionProfile => _profileProvider?.GetUiInteractionProfile(Layer)
|
||||
?? UiInteractionProfile.CreateDefault(Layer);
|
||||
|
||||
#endregion
|
||||
|
||||
#region 生命周期管理
|
||||
@ -153,6 +171,8 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
Owner.SetProcess(false);
|
||||
Owner.SetPhysicsProcess(false);
|
||||
Owner.SetProcessInput(false);
|
||||
Owner.SetProcessUnhandledInput(false);
|
||||
Owner.SetProcessUnhandledKeyInput(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -166,10 +186,14 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
|
||||
_page?.OnResume();
|
||||
|
||||
ApplyPauseAwareProcessingMode();
|
||||
|
||||
// 恢复处理
|
||||
Owner.SetProcess(true);
|
||||
Owner.SetPhysicsProcess(true);
|
||||
Owner.SetProcessInput(true);
|
||||
Owner.SetProcessUnhandledInput(true);
|
||||
Owner.SetProcessUnhandledKeyInput(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -189,9 +213,30 @@ public abstract class CanvasItemUiPageBehaviorBase<T> : IUiPageBehavior
|
||||
public virtual void OnShow()
|
||||
{
|
||||
_page?.OnShow();
|
||||
ApplyPauseAwareProcessingMode();
|
||||
Owner.Show();
|
||||
OnResume();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试处理一个路由仲裁后的 UI 语义动作。
|
||||
/// </summary>
|
||||
/// <param name="action">当前动作。</param>
|
||||
/// <returns>如果视图显式处理了该动作则返回 <see langword="true" />。</returns>
|
||||
public virtual bool TryHandleUiAction(UiInputAction action)
|
||||
{
|
||||
return _uiActionHandler?.TryHandleUiAction(action) ?? false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据交互配置调整节点在暂停态下的处理模式。
|
||||
/// </summary>
|
||||
private void ApplyPauseAwareProcessingMode()
|
||||
{
|
||||
Owner.ProcessMode = InteractionProfile.ContinueProcessingWhenPaused
|
||||
? Node.ProcessModeEnum.Always
|
||||
: Node.ProcessModeEnum.Pausable;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user