GFramework/GFramework.Game.Abstractions/UI/IUiTransitionHandler.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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using GFramework.Game.Abstractions.Enums;
namespace GFramework.Game.Abstractions.UI;
/// <summary>
/// UI切换处理器接口定义UI切换扩展点的处理逻辑
/// </summary>
public interface IUiTransitionHandler
{
/// <summary>
/// 处理器优先级,数值越小越先执行
/// </summary>
int Priority { get; }
/// <summary>
/// 处理器适用的阶段,默认为所有阶段
/// 可以使用Flags枚举指定多个阶段
/// </summary>
UiTransitionPhases Phases { get; }
/// <summary>
/// 判断是否应该处理当前事件
/// 可以根据事件类型、UI key等信息进行条件过滤
/// </summary>
/// <param name="event">UI切换事件</param>
/// <param name="phases">当前阶段</param>
/// <returns>是否处理</returns>
bool ShouldHandle(UiTransitionEvent @event, UiTransitionPhases phases);
/// <summary>
/// 处理UI切换事件
/// </summary>
/// <param name="event">UI切换事件</param>
/// <param name="cancellationToken">取消令牌</param>
/// <returns>异步任务</returns>
Task HandleAsync(UiTransitionEvent @event, CancellationToken cancellationToken);
}