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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
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@ -11,14 +11,11 @@
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// See the License for the specific language governing permissions and
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// limitations under the License.
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using System.Runtime.InteropServices;
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namespace GFramework.Core.Abstractions.Concurrency;
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namespace GFramework.Core.Abstractions.Concurrency;
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/// <summary>
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/// <summary>
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/// 锁信息(用于调试)
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/// 锁信息(用于调试)
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/// </summary>
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/// </summary>
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[StructLayout(LayoutKind.Auto)]
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public readonly struct LockInfo
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public readonly struct LockInfo
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{
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{
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/// <summary>
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/// <summary>
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@ -21,12 +21,6 @@ namespace GFramework.Game.Abstractions.Scene;
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/// </summary>
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/// </summary>
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public interface ISceneBehavior : IRoute
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public interface ISceneBehavior : IRoute
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{
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{
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/// <summary>
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/// 获取场景的唯一标识符。
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/// 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。
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/// </summary>
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new string Key { get; }
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/// <summary>
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/// <summary>
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/// 获取场景的原始对象。
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/// 获取场景的原始对象。
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/// </summary>
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/// </summary>
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@ -46,14 +46,6 @@ public interface IUiPageBehavior : IRoute
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/// <returns>页面视图实例。</returns>
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/// <returns>页面视图实例。</returns>
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object View { get; }
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object View { get; }
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/// <summary>
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/// 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。
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/// </summary>
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/// <value>返回当前对象的键标识符</value>
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new string Key { get; }
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/// <summary>
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/// <summary>
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/// 获取页面是否处于活动状态
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/// 获取页面是否处于活动状态
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/// </summary>
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/// </summary>
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