GFramework/GFramework.Game.Abstractions/Scene/ISceneTransitionHandler.cs
GeWuYou fb14d7122c docs(style): 更新文档中的命名空间导入格式
- 将所有小写的命名空间导入更正为首字母大写格式
- 统一 GFramework 框架的命名空间引用规范
- 修复 core、ecs、godot 等模块的命名空间导入错误
- 标准化文档示例代码中的 using 语句格式
- 确保所有文档中的命名空间引用保持一致性
- 更新 global using 语句以匹配正确的命名空间格式
2026-03-10 07:18:49 +08:00

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// 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.Game.Abstractions.Enums;
namespace GFramework.Game.Abstractions.Scene;
/// <summary>
/// 场景过渡处理器接口,定义了场景切换过程中的扩展点。
/// 实现此接口可以在场景切换的不同阶段执行自定义逻辑。
/// </summary>
public interface ISceneTransitionHandler
{
/// <summary>
/// 获取处理器的执行优先级。
/// 数值越小优先级越高,越先执行。
/// 建议范围:-1000 到 1000。
/// </summary>
int Priority { get; }
/// <summary>
/// 获取处理器适用的场景过渡阶段。
/// 可以使用 Flags 组合多个阶段(如 BeforeChange | AfterChange
/// </summary>
SceneTransitionPhases Phases { get; }
/// <summary>
/// 判断处理器是否应该处理当前场景过渡事件。
/// </summary>
/// <param name="event">场景过渡事件。</param>
/// <param name="phases">当前执行的阶段。</param>
/// <returns>如果应该处理则返回 true否则返回 false。</returns>
bool ShouldHandle(SceneTransitionEvent @event, SceneTransitionPhases phases);
/// <summary>
/// 异步处理场景过渡事件。
/// </summary>
/// <param name="event">场景过渡事件,包含切换的上下文信息。</param>
/// <param name="cancellationToken">取消令牌,用于支持操作取消。</param>
/// <returns>表示处理操作完成的异步任务。</returns>
Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken);
}