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- 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
52 lines
2.1 KiB
C#
52 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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namespace GFramework.Game.Abstractions.scene;
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/// <summary>
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/// 场景过渡处理器接口,定义了场景切换过程中的扩展点。
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/// 实现此接口可以在场景切换的不同阶段执行自定义逻辑。
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/// </summary>
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public interface ISceneTransitionHandler
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{
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/// <summary>
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/// 获取处理器的执行优先级。
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/// 数值越小优先级越高,越先执行。
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/// 建议范围:-1000 到 1000。
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/// </summary>
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int Priority { get; }
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/// <summary>
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/// 获取处理器适用的场景过渡阶段。
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/// 可以使用 Flags 组合多个阶段(如 BeforeChange | AfterChange)。
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/// </summary>
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SceneTransitionPhases Phases { get; }
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/// <summary>
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/// 判断处理器是否应该处理当前场景过渡事件。
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/// </summary>
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/// <param name="event">场景过渡事件。</param>
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/// <param name="phases">当前执行的阶段。</param>
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/// <returns>如果应该处理则返回 true,否则返回 false。</returns>
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bool ShouldHandle(SceneTransitionEvent @event, SceneTransitionPhases phases);
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/// <summary>
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/// 异步处理场景过渡事件。
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/// </summary>
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/// <param name="event">场景过渡事件,包含切换的上下文信息。</param>
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/// <param name="cancellationToken">取消令牌,用于支持操作取消。</param>
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/// <returns>表示处理操作完成的异步任务。</returns>
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Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken);
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} |