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.UI;
/// <summary>
/// 表示一个UI句柄用于唯一标识和管理UI实例。
/// </summary>
public readonly struct UiHandle
{
/// <summary>
/// 获取UI实例的唯一标识符。
/// </summary>
public string InstanceId { get; }
/// <summary>
/// 获取UI的键值通常用于标识UI的类型或名称。
/// </summary>
public string Key { get; }
/// <summary>
/// 获取UI所在的层级用于控制UI的显示顺序。
/// </summary>
public UiLayer Layer { get; }
/// <summary>
/// 初始化一个新的UiHandle实例。
/// </summary>
/// <param name="key">UI的键值用于标识UI的类型或名称。</param>
/// <param name="instanceId">UI实例的唯一标识符。</param>
/// <param name="layer">UI所在的层级用于控制UI的显示顺序。</param>
public UiHandle(string key, string instanceId, UiLayer layer)
{
Key = key;
InstanceId = instanceId;
Layer = layer;
}
}