feat(ui): 添加CanvasItem页面行为和Godot UI工厂

- 实现CanvasItemPageBehavior类支持所有继承自CanvasItem的节点
- 添加OnEnter、OnExit、OnPause、OnResume、OnHide、OnShow页面生命周期方法
- 创建GodotUiFactory工厂类用于创建UI页面实例
- 实现Create方法根据UI键创建页面行为实例
- 重命名IUiPageProvider为IUiPageBehaviorProvider接口
- 更新接口方法GetPage返回页面行为实例的描述
This commit is contained in:
GeWuYou 2026-01-15 12:33:19 +08:00
parent 8fd7e2e952
commit c931cb7d66
4 changed files with 151 additions and 13 deletions

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namespace GFramework.Game.Abstractions.ui;
/// <summary>
/// UI页面行为提供者接口用于获取页面行为实例
/// </summary>
public interface IUiPageBehaviorProvider
{
/// <summary>
/// 获取页面行为实例
/// </summary>
/// <returns>页面行为接口实例</returns>
IPageBehavior GetPage();
}

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namespace GFramework.Game.Abstractions.ui;
/// <summary>
/// UI页面提供者接口用于创建UI页面实例
/// </summary>
public interface IUiPageProvider
{
/// <summary>
/// 获取UI页面实例
/// </summary>
/// <returns>UI页面实例</returns>
IPageBehavior GetPage();
}

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using GFramework.Game.Abstractions.ui;
using GFramework.Godot.extensions;
using Godot;
namespace GFramework.Godot.ui;
/// <summary>
/// 控制 UI 页面行为的泛型行为类,
/// 支持所有继承自 CanvasItem 的节点
/// </summary>
/// <typeparam name="T">CanvasItem 类型的视图节点</typeparam>
public class CanvasItemPageBehavior<T>(T owner) : IPageBehavior
where T : CanvasItem
{
private readonly IUiPage? _page = owner as IUiPage;
/// <summary>
/// 页面视图对象
/// </summary>
public object View => owner;
/// <summary>
/// 获取页面是否存活状态
/// </summary>
public bool IsAlive => owner.IsValidNode();
/// <summary>
/// 页面进入时调用
/// </summary>
/// <param name="param">页面进入参数</param>
public void OnEnter(IUiPageEnterParam? param)
{
_page?.OnEnter(param);
}
/// <summary>
/// 页面退出时调用
/// </summary>
public void OnExit()
{
_page?.OnExit();
owner.QueueFreeX();
}
/// <summary>
/// 页面暂停时调用
/// </summary>
public void OnPause()
{
_page?.OnPause();
// 暂停节点的处理、物理处理和输入处理
owner.SetProcess(false);
owner.SetPhysicsProcess(false);
owner.SetProcessInput(false);
}
/// <summary>
/// 页面恢复时调用
/// </summary>
public void OnResume()
{
_page?.OnResume();
// 恢复节点的处理、物理处理和输入处理
owner.SetProcess(true);
owner.SetPhysicsProcess(true);
owner.SetProcessInput(true);
}
/// <summary>
/// 页面隐藏时调用
/// </summary>
public void OnHide()
{
_page?.OnHide();
owner.Hide();
}
/// <summary>
/// 页面显示时调用
/// </summary>
public void OnShow()
{
_page?.OnShow();
owner.Show();
OnResume();
}
}

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using GFramework.Core.extensions;
using GFramework.Core.utility;
using GFramework.Game.Abstractions.ui;
using Godot;
namespace GFramework.Godot.ui;
/// <summary>
/// Godot UI工厂类用于创建UI页面实例
/// 继承自AbstractContextUtility并实现IUiFactory接口
/// </summary>
public class GodotUiFactory : AbstractContextUtility, IUiFactory
{
/// <summary>
/// UI注册表用于存储和获取PackedScene类型的UI资源
/// </summary>
private IWritableUiRegistry<PackedScene> _registry = null!;
/// <summary>
/// 根据指定的UI键创建UI页面实例
/// </summary>
/// <param name="uiKey">UI资源的唯一标识键</param>
/// <returns>实现IUiPage接口的UI页面实例</returns>
/// <exception cref="InvalidCastException">当UI场景没有继承IUiPage接口时抛出</exception>
public IPageBehavior Create(string uiKey)
{
// 从注册表中获取对应的场景资源
var scene = _registry.Get(uiKey);
// 实例化场景节点
var node = scene.Instantiate();
// 验证节点是否实现了IUiPageProvider接口
if (node is not IUiPageBehaviorProvider provider)
throw new InvalidCastException(
$"UI scene {uiKey} must implement IUiPageBehaviorProvider");
// 获取并返回页面行为实例
return provider.GetPage();
}
/// <summary>
/// 初始化方法获取UI注册表实例
/// </summary>
protected override void OnInit()
{
_registry = this.GetUtility<IWritableUiRegistry<PackedScene>>()!;
}
}