GeWuYou b054ee1c4a feat(scene): 实现场景路由守卫和过渡处理器管道
- 添加场景路由守卫机制,支持进入和离开场景的权限检查
- 实现场景过渡处理器管道,支持BeforeChange和AfterChange阶段处理
- 新增LoadingProgressHandler和LoggingTransitionHandler处理器
- 添加SceneTransitionPhases和SceneTransitionType枚举定义
- 实现ISceneRouteGuard、ISceneTransitionHandler等核心接口
- 在SceneRouterBase中集成守卫检查和处理器管道功能
- 重构场景切换逻辑,添加事件驱动的过渡处理机制
2026-02-15 16:59:09 +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.
namespace GFramework.Game.Abstractions.scene;
/// <summary>
/// 场景路由守卫接口,用于在场景切换前进行权限检查和条件验证。
/// 实现此接口可以拦截场景的进入和离开操作。
/// </summary>
public interface ISceneRouteGuard
{
/// <summary>
/// 获取守卫的执行优先级。
/// 数值越小优先级越高,越先执行。
/// 建议范围:-1000 到 1000。
/// </summary>
int Priority { get; }
/// <summary>
/// 获取守卫是否可以中断后续守卫的执行。
/// true 表示当前守卫通过后,可以跳过后续守卫直接允许操作。
/// false 表示即使当前守卫通过,仍需执行所有后续守卫。
/// </summary>
bool CanInterrupt { get; }
/// <summary>
/// 异步检查是否允许进入指定场景。
/// </summary>
/// <param name="sceneKey">目标场景的唯一标识符。</param>
/// <param name="param">场景进入参数,可能包含初始化数据或上下文信息。</param>
/// <returns>如果允许进入则返回 true否则返回 false。</returns>
Task<bool> CanEnterAsync(string sceneKey, ISceneEnterParam? param);
/// <summary>
/// 异步检查是否允许离开指定场景。
/// </summary>
/// <param name="sceneKey">当前场景的唯一标识符。</param>
/// <returns>如果允许离开则返回 true否则返回 false。</returns>
Task<bool> CanLeaveAsync(string sceneKey);
}