refactor(abstractions): 移除重复的Key属性声明

- 从LockInfo结构体移除StructLayout特性
- 从ISceneBehavior接口移除重复的Key属性声明
- 从IUiPageBehavior接口移除重复的Key属性声明
- 简化LockInfo类定义减少不必要的using引用
This commit is contained in:
GeWuYou 2026-03-21 21:08:47 +08:00 committed by gewuyou
parent f3d45169cd
commit 63a6c2e6f0
3 changed files with 0 additions and 17 deletions

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@ -11,14 +11,11 @@
// See the License for the specific language governing permissions and
// limitations under the License.
using System.Runtime.InteropServices;
namespace GFramework.Core.Abstractions.Concurrency;
/// <summary>
/// 锁信息(用于调试)
/// </summary>
[StructLayout(LayoutKind.Auto)]
public readonly struct LockInfo
{
/// <summary>

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@ -21,12 +21,6 @@ namespace GFramework.Game.Abstractions.Scene;
/// </summary>
public interface ISceneBehavior : IRoute
{
/// <summary>
/// 获取场景的唯一标识符。
/// 该成员显式细化了 <see cref="IRoute.Key"/> 在场景路由中的语义,用于区分不同的场景实例。
/// </summary>
new string Key { get; }
/// <summary>
/// 获取场景的原始对象。
/// </summary>

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@ -46,14 +46,6 @@ public interface IUiPageBehavior : IRoute
/// <returns>页面视图实例。</returns>
object View { get; }
/// <summary>
/// 获取页面的唯一键值,并显式细化 <see cref="IRoute.Key"/> 在 UI 路由中的语义。
/// </summary>
/// <value>返回当前对象的键标识符</value>
new string Key { get; }
/// <summary>
/// 获取页面是否处于活动状态
/// </summary>