// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.Scene;
namespace GFramework.Game.Scene.Handler;
///
/// 日志场景切换处理器,用于记录场景切换的详细信息。
///
public sealed class LoggingTransitionHandler : SceneTransitionHandlerBase
{
private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger(nameof(LoggingTransitionHandler));
///
/// 获取处理器优先级,数值越大优先级越低(最后执行)。
///
public override int Priority => 999;
///
/// 获取处理器处理的场景切换阶段,处理所有阶段。
///
public override SceneTransitionPhases Phases => SceneTransitionPhases.All;
///
/// 处理场景切换事件的异步方法。
///
/// 场景切换事件对象,包含切换的相关信息。
/// 取消令牌,用于控制异步操作的取消。
/// 表示异步操作的任务。
public override Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken)
{
Log.Info(
"Scene Transition: Phases={0}, Type={1}, From={2}, To={3}",
@event.Get("Phases", "Unknown"),
@event.TransitionType,
@event.FromSceneKey ?? "None",
@event.ToSceneKey ?? "None"
);
return Task.CompletedTask;
}
}