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- 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
51 lines
2.1 KiB
C#
51 lines
2.1 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using GFramework.Game.Abstractions.Enums;
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using Godot;
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namespace GFramework.Godot.UI;
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/// <summary>
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/// 模态层 UI 行为类,用于管理模态界面的行为。
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/// 此类继承自 CanvasItemUiPageBehaviorBase,提供模态层特有的功能:
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/// - 支持可重入(IsReentrant = true)
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/// - 带有遮罩以阻止下层交互(BlocksInput = true)
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/// - 属于模态层级(Layer = UiLayer.Modal)
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/// </summary>
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/// <typeparam name="T">拥有者类型,必须是 CanvasItem 的子类</typeparam>
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/// <param name="owner">当前行为的拥有者对象</param>
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/// <param name="key">用于标识此行为的键值</param>
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public class ModalLayerUiPageBehavior<T>(T owner, string key) : CanvasItemUiPageBehaviorBase<T>(owner, key)
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where T : CanvasItem
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{
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/// <summary>
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/// 获取当前 UI 所属的层级,此处固定为模态层。
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/// </summary>
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public override UiLayer Layer => UiLayer.Modal;
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/// <summary>
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/// 指示当前 UI 是否支持可重入。设置为 true 表示允许重复进入同一界面。
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/// </summary>
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public override bool IsReentrant => true;
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/// <summary>
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/// 指示当前 UI 是否为模态界面。设置为 true 表示该界面会阻止用户与下层界面交互。
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/// </summary>
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public override bool IsModal => true;
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/// <summary>
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/// 指示当前 UI 是否阻止输入事件传递到下层界面。设置为 true 表示启用遮罩功能。
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/// </summary>
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public override bool BlocksInput => true;
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} |