GeWuYou 8fd7e2e952 feat(ui): 添加UI页面生命周期和路由管理相关接口及实现
- 定义了IPageBehavior接口,提供UI页面的生命周期方法如OnEnter、OnExit、OnPause、OnResume等
- 创建了IUiFactory接口用于创建UI页面实例,以及IUiPage接口定义页面基本操作
- 添加了IUiPageEnterParam接口用于定义页面跳转参数数据结构
- 实现了IUiRouter接口提供页面栈管理功能,支持Push、Pop、Replace、Clear等操作
- 创建了UI切换处理器相关接口和实现,包括IUiTransitionHandler和UiTransitionPipeline
- 添加了UI切换事件系统,支持BeforeChange和AfterChange两个执行阶段
- 实现了日志记录处理器LoggingTransitionHandler用于记录UI切换信息
- 定义了多种UI切换策略枚举如UiTransitionPolicy、UiTransitionType等
- 提供了UI注册表接口用于管理UI实例的注册和获取功能
2026-01-15 08:44:56 +08:00

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using System;
using System.Collections.Generic;
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);
}
}