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切换事件包含UI切换过程中的上下文信息
/// </summary>
public sealed class UiTransitionEvent
{
/// <summary>
/// 用户自定义数据字典用于Handler之间传递数据
/// </summary>
private readonly Dictionary<string, object> _context = new(StringComparer.Ordinal);
/// <summary>
/// 源UI的标识符切换前的UI key
/// </summary>
public string FromUiKey { get; init; } = string.Empty;
/// <summary>
/// 目标UI的标识符切换后的UI key
/// </summary>
public string? ToUiKey { get; init; } = string.Empty;
/// <summary>
/// UI切换类型
/// </summary>
public UiTransitionType TransitionType { get; init; }
/// <summary>
/// UI切换策略
/// </summary>
public UiTransitionPolicy Policy { get; init; }
/// <summary>
/// UI进入参数
/// </summary>
public IUiPageEnterParam? EnterParam { get; init; }
/// <summary>
/// 获取用户自定义数据
/// </summary>
/// <typeparam name="T">数据类型</typeparam>
/// <param name="key">数据键</param>
/// <param name="defaultValue">默认值(当键不存在或类型不匹配时返回)</param>
/// <returns>用户数据</returns>
public T Get<T>(string key, T defaultValue = default!)
{
if (_context.TryGetValue(key, out var obj) && obj is T value)
return value;
return defaultValue;
}
/// <summary>
/// 尝试获取用户自定义数据
/// </summary>
/// <typeparam name="T">数据类型</typeparam>
/// <param name="key">数据键</param>
/// <param name="value">输出值</param>
/// <returns>是否成功获取</returns>
public bool TryGet<T>(string key, out T value)
{
if (_context.TryGetValue(key, out var obj) && obj is T t)
{
value = t;
return true;
}
value = default!;
return false;
}
/// <summary>
/// 设置用户自定义数据
/// </summary>
/// <typeparam name="T">数据类型</typeparam>
/// <param name="key">数据键</param>
/// <param name="value">数据值</param>
public void Set<T>(string key, T value)
{
_context[key] = value!;
}
/// <summary>
/// 检查是否存在指定的用户数据键
/// </summary>
/// <param name="key">数据键</param>
/// <returns>是否存在</returns>
public bool Has(string key)
{
return _context.ContainsKey(key);
}
/// <summary>
/// 移除指定的用户数据
/// </summary>
/// <param name="key">数据键</param>
/// <returns>是否成功移除</returns>
public bool Remove(string key)
{
return _context.Remove(key);
}
}