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- 移除多余using语句和空行,统一代码缩进格式 - 优化注释文档中的缩进和对齐格式 - 简化条件语句和方法实现,提升代码可读性 - 重构协程系统相关类的字段和方法定义格式 - 更新架构服务中容器访问方式的实现 - 调整异步操作类的属性和方法组织结构 - [skip ci]
112 lines
2.7 KiB
C#
112 lines
2.7 KiB
C#
using GFramework.Game.Abstractions.ui;
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using GFramework.Godot.extensions;
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using Godot;
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namespace GFramework.Godot.ui;
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/// <summary>
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/// 控制 UI 页面行为的泛型行为类,
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/// 支持所有继承自 CanvasItem 的节点
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/// </summary>
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/// <typeparam name="T">CanvasItem 类型的视图节点</typeparam>
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public class CanvasItemUiPageBehavior<T>(T owner, string key) : IUiPageBehavior
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where T : CanvasItem
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{
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private readonly IUiPage? _page = owner as IUiPage;
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/// <summary>
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/// 获取页面视图对象
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/// </summary>
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/// <returns>返回与当前实例关联的视图对象</returns>
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public object View => owner;
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/// <summary>
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/// 获取当前实例的键值标识符
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/// </summary>
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/// <returns>返回用于标识当前实例的键字符串</returns>
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public string Key => key;
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/// <summary>
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/// 获取页面是否存活状态
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/// </summary>
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public bool IsAlive => owner.IsValidNode();
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/// <summary>
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/// 页面进入时调用
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/// </summary>
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/// <param name="param">页面进入参数</param>
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public void OnEnter(IUiPageEnterParam? param)
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{
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_page?.OnEnter(param);
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}
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/// <summary>
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/// 页面退出时调用
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/// </summary>
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public void OnExit()
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{
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_page?.OnExit();
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owner.QueueFreeX();
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}
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/// <summary>
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/// 页面暂停时调用
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/// </summary>
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public void OnPause()
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{
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_page?.OnPause();
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// 暂停节点的处理、物理处理和输入处理
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owner.SetProcess(false);
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owner.SetPhysicsProcess(false);
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owner.SetProcessInput(false);
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}
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/// <summary>
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/// 页面恢复时调用
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/// </summary>
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public void OnResume()
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{
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_page?.OnResume();
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// 恢复节点的处理、物理处理和输入处理
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owner.SetProcess(true);
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owner.SetPhysicsProcess(true);
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owner.SetProcessInput(true);
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}
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/// <summary>
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/// 页面隐藏时调用
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/// </summary>
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public void OnHide()
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{
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_page?.OnHide();
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owner.Hide();
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}
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/// <summary>
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/// 页面显示时调用
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/// </summary>
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public void OnShow()
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{
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_page?.OnShow();
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owner.Show();
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OnResume();
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}
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/// <summary>
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/// 获取或设置页面是否为模态对话框
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/// </summary>
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public bool IsModal { get; set; }
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/// <summary>
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/// 获取或设置页面是否阻止输入
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/// </summary>
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public bool BlocksInput { get; set; } = true;
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/// <summary>
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/// 获取或设置页面是否需要遮罩层
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/// </summary>
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public bool RequiresMask { get; set; }
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} |