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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
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using GFramework.Core.Abstractions.Logging;
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using GFramework.Core.Logging;
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using GFramework.Game.Abstractions.Enums;
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using GFramework.Game.Abstractions.UI;
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namespace GFramework.Game.UI.Handler;
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/// <summary>
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/// 日志UI切换处理器,用于记录UI切换的详细信息
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/// </summary>
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public sealed class LoggingTransitionHandler : UiTransitionHandlerBase
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{
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/// <summary>
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/// 日志记录器实例,用于记录UI切换相关信息
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/// </summary>
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private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger(nameof(LoggingTransitionHandler));
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/// <summary>
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/// 获取处理器优先级,数值越大优先级越高
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/// </summary>
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public override int Priority => 999;
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/// <summary>
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/// 获取处理器处理的UI切换阶段,处理所有阶段
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/// </summary>
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public override UiTransitionPhases Phases => UiTransitionPhases.All;
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/// <summary>
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/// 处理UI切换事件的异步方法
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/// </summary>
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/// <param name="event">UI切换事件对象,包含切换的相关信息</param>
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/// <param name="cancellationToken">取消令牌,用于控制异步操作的取消</param>
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/// <returns>表示异步操作的任务</returns>
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public override Task HandleAsync(UiTransitionEvent @event, CancellationToken cancellationToken)
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{
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// 记录UI切换的详细信息到日志
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Log.Info(
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"UI Transition: Phases={0}, Type={1}, From={2}, To={3}, Policy={4}",
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@event.Get<string>("Phases", "Unknown"),
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@event.TransitionType,
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@event.FromUiKey,
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@event.ToUiKey ?? "None",
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@event.Policy
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);
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return Task.CompletedTask;
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}
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} |