GFramework/GFramework.Godot/UI/TopmostLayerUiPageBehavior.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

52 lines
2.0 KiB
C#
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// 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;
using Godot;
namespace GFramework.Godot.UI;
/// <summary>
/// 顶层 UI 行为类,继承自 CanvasItemUiPageBehaviorBase。
/// 此类用于实现系统级弹窗行为,具有不可重入、最高优先级和模态特性。
/// </summary>
/// <typeparam name="T">泛型参数,表示拥有此行为的 CanvasItem 类型。</typeparam>
/// <param name="owner">拥有此行为的 CanvasItem 实例。</param>
/// <param name="key">用于标识此行为的唯一键。</param>
public class TopmostLayerUiPageBehavior<T>(T owner, string key) : CanvasItemUiPageBehaviorBase<T>(owner, key)
where T : CanvasItem
{
/// <summary>
/// 获取当前 UI 行为所在的层级。
/// 返回值为 UiLayer.Topmost表示该行为位于最顶层。
/// </summary>
public override UiLayer Layer => UiLayer.Topmost;
/// <summary>
/// 指示此行为是否可重入。
/// 返回值为 false表示不可重入。
/// </summary>
public override bool IsReentrant => false;
/// <summary>
/// 指示此行为是否为模态行为。
/// 返回值为 true表示为模态行为会阻止其他交互。
/// </summary>
public override bool IsModal => true;
/// <summary>
/// 指示此行为是否会阻塞输入。
/// 返回值为 true表示会阻塞用户输入。
/// </summary>
public override bool BlocksInput => true;
}