GFramework/GFramework.Godot/ui/CanvasItemUiPageBehavior.cs
GeWuYou b49079de3e style(coding-style): 统一代码风格并优化文档格式
- 移除多余using语句和空行,统一代码缩进格式
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- 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]
2026-01-27 20:30:04 +08:00

112 lines
2.7 KiB
C#

using GFramework.Game.Abstractions.ui;
using GFramework.Godot.extensions;
using Godot;
namespace GFramework.Godot.ui;
/// <summary>
/// 控制 UI 页面行为的泛型行为类,
/// 支持所有继承自 CanvasItem 的节点
/// </summary>
/// <typeparam name="T">CanvasItem 类型的视图节点</typeparam>
public class CanvasItemUiPageBehavior<T>(T owner, string key) : IUiPageBehavior
where T : CanvasItem
{
private readonly IUiPage? _page = owner as IUiPage;
/// <summary>
/// 获取页面视图对象
/// </summary>
/// <returns>返回与当前实例关联的视图对象</returns>
public object View => owner;
/// <summary>
/// 获取当前实例的键值标识符
/// </summary>
/// <returns>返回用于标识当前实例的键字符串</returns>
public string Key => key;
/// <summary>
/// 获取页面是否存活状态
/// </summary>
public bool IsAlive => owner.IsValidNode();
/// <summary>
/// 页面进入时调用
/// </summary>
/// <param name="param">页面进入参数</param>
public void OnEnter(IUiPageEnterParam? param)
{
_page?.OnEnter(param);
}
/// <summary>
/// 页面退出时调用
/// </summary>
public void OnExit()
{
_page?.OnExit();
owner.QueueFreeX();
}
/// <summary>
/// 页面暂停时调用
/// </summary>
public void OnPause()
{
_page?.OnPause();
// 暂停节点的处理、物理处理和输入处理
owner.SetProcess(false);
owner.SetPhysicsProcess(false);
owner.SetProcessInput(false);
}
/// <summary>
/// 页面恢复时调用
/// </summary>
public void OnResume()
{
_page?.OnResume();
// 恢复节点的处理、物理处理和输入处理
owner.SetProcess(true);
owner.SetPhysicsProcess(true);
owner.SetProcessInput(true);
}
/// <summary>
/// 页面隐藏时调用
/// </summary>
public void OnHide()
{
_page?.OnHide();
owner.Hide();
}
/// <summary>
/// 页面显示时调用
/// </summary>
public void OnShow()
{
_page?.OnShow();
owner.Show();
OnResume();
}
/// <summary>
/// 获取或设置页面是否为模态对话框
/// </summary>
public bool IsModal { get; set; }
/// <summary>
/// 获取或设置页面是否阻止输入
/// </summary>
public bool BlocksInput { get; set; } = true;
/// <summary>
/// 获取或设置页面是否需要遮罩层
/// </summary>
public bool RequiresMask { get; set; }
}