GeWuYou a79f02c987 docs(api): 添加 Core API 参考文档与事件系统接口文档
- 新增 Core API 参考文档,涵盖架构与模块、数据模型与系统、命令与查询等核心组件
- 添加事件系统接口详细文档,包括 IEvent、IEventBus、IUnRegister 等接口说明
- 提供完整的 API 使用示例路径、最佳实践与性能建议
- 包含架构图、依赖关系图与故障排查指南
- 添加测试用例参考与扩展方法说明
- [skip ci]
2026-01-21 23:45:10 +08:00

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# 游戏功能模块
<cite>
**本文档引用的文件**
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs)
</cite>
## 目录
1. [简介](#简介)
2. [项目结构](#项目结构)
3. [核心组件](#核心组件)
4. [架构总览](#架构总览)
5. [详细组件分析](#详细组件分析)
6. [依赖关系分析](#依赖关系分析)
7. [性能考量](#性能考量)
8. [故障排查指南](#故障排查指南)
9. [结论](#结论)
10. [附录](#附录)
## 简介
本文件面向GFramework游戏功能模块围绕以下主题提供系统化、可操作的技术文档
- UI系统UiRouterBase的页面栈管理、层级系统与过渡管道实现
- 设置系统SettingsSystem的配置管理、持久化存储与实时应用机制
- 状态管理系统GameStateMachineSystem的有限状态机实现、状态转换逻辑与状态持久化策略
- 存储系统FileStorage、ScopedStorage的数据持久化方案与序列化器JsonSerializer实现
- 游戏抽象接口设计IUiRouter、ISettingsSystem等的理念、职责与使用方法
- 每个模块的配置选项、API参考与实际使用示例
- 最佳实践与性能优化建议
## 项目结构
本模块位于GFramework.Game与GFramework.Game.Abstractions两个工程中分别提供具体实现与抽象接口。核心模块包括
- UI路由与过渡UiRouterBase、UiTransitionPipeline、IUiRouter、IUiTransitionHandler、UiLayer
- 设置系统SettingsSystem、SettingsModel、SettingsPersistence、ISettingsSystem
- 存储系统FileStorage、ScopedStorage、JsonSerializer
- 状态系统GameStateMachineSystem
```mermaid
graph TB
subgraph "UI"
UIR["UiRouterBase"]
UIP["UiTransitionPipeline"]
IUR["IUiRouter 接口"]
IUTH["IUiTransitionHandler 接口"]
UL["UiLayer 枚举"]
end
subgraph "设置"
SS["SettingsSystem"]
SM["SettingsModel"]
SP["SettingsPersistence"]
ISS["ISettingsSystem 接口"]
end
subgraph "存储"
FS["FileStorage"]
SC["ScopedStorage"]
JS["JsonSerializer"]
end
subgraph "状态"
GSM["GameStateMachineSystem"]
end
UIR --> UIP
UIR -.实现.-> IUR
UIP -.处理.-> IUTH
UIR --> UL
SS --> SM
SS -.使用.-> ISS
SP --> FS
SP --> SC
FS --> JS
```
图表来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs#L11-L32)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
章节来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs#L11-L32)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
## 核心组件
- UI路由与过渡
- UiRouterBase提供页面栈管理、层级管理、路由守卫、过渡管道注册与执行
- UiTransitionPipeline按阶段与优先级执行UI切换处理器
- IUiRouter/IUiTransitionHandler定义路由与过渡扩展点的接口契约
- UiLayer定义页面层与浮层的层级体系
- 设置系统
- SettingsSystem集中应用设置触发事件
- SettingsModel聚合数据设置与可应用设置
- SettingsPersistence封装设置的加载、保存、删除与批量操作
- ISettingsSystem对外暴露设置应用接口
- 存储系统
- FileStorage基于文件系统的键值存储带key级锁保证线程安全
- ScopedStorage为存储键加前缀的作用域包装器
- JsonSerializer基于Newtonsoft.Json的序列化实现
- 状态系统
- GameStateMachineSystem在上下文感知的状态机之上提供类型查询与断言能力
章节来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs#L11-L32)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
## 架构总览
UI系统通过“页面栈 + 层级系统 + 过渡管道”的组合实现UI导航与切换设置系统通过“模型 + 持久化 + 应用器”三层协作实现配置的读取、应用与事件通知;存储系统提供线程安全的键值存储与作用域隔离;状态系统在通用状态机之上提供类型化查询。
```mermaid
sequenceDiagram
participant Caller as "调用方"
participant Router as "UiRouterBase"
participant Pipeline as "UiTransitionPipeline"
participant Handlers as "IUiTransitionHandler"
participant Root as "IUiRoot"
participant Factory as "IUiFactory"
Caller->>Router : Push(uiKey, param, policy, instancePolicy)
Router->>Router : BeforeChange(event)
Router->>Pipeline : ExecuteAsync(event, BeforeChange)
Pipeline->>Handlers : HandleAsync(event)
Handlers-->>Pipeline : 完成/超时/取消
Router->>Factory : GetOrCreate(uiKey, instancePolicy)
Factory-->>Router : IUiPageBehavior
Router->>Root : AddUiPage(page)
Router->>Router : OnEnter/OnShow(page)
Router->>Router : AfterChange(event)
Router->>Pipeline : ExecuteAsync(event, AfterChange)
Pipeline->>Handlers : HandleAsync(event)
```
图表来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L80-L100)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L63-L101)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
## 详细组件分析
### UI系统页面栈管理、层级系统与过渡管道
- 页面栈管理
- 支持Push基于uiKey或已有页面、Pop、Replace、Clear等操作
- 栈顶元素通过Peek/PeekKey/IsTop/Contains等方法访问
- 过渡策略UiTransitionPolicy与实例策略UiInstancePolicy控制页面生命周期与复用
- 层级系统(非栈)
- 通过UiLayer枚举区分Page、Overlay、Modal、Toast、Topmost等
- Show/Hide/ClearLayer管理浮层显示与回收
- 过渡管道
- UiTransitionPipeline按阶段BeforeChange/AfterChange与优先级执行处理器
- 支持超时、取消令牌、错误继续策略
- 路由守卫
- 支持注册/移除守卫,按优先级执行进入/离开守卫,支持中断与异常处理
```mermaid
classDiagram
class UiRouterBase {
+int Count
+void BindRoot(root)
+void Push(...)
+void Pop(policy)
+void Replace(...)
+void Clear()
+string PeekKey()
+IUiPageBehavior Peek()
+bool IsTop(uiKey)
+bool Contains(uiKey)
+void RegisterHandler(handler, options)
+void UnregisterHandler(handler)
+void AddGuard(guard)
+void RemoveGuard(guard)
}
class UiTransitionPipeline {
+void RegisterHandler(handler, options)
+void UnregisterHandler(handler)
+Task ExecuteAsync(event, phases, ct)
}
class IUiRouter
class IUiTransitionHandler
class UiLayer
UiRouterBase ..> UiTransitionPipeline : "使用"
UiRouterBase ..|> IUiRouter
UiTransitionPipeline --> IUiTransitionHandler : "执行"
UiRouterBase --> UiLayer : "使用"
```
图表来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
章节来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
### 设置系统:配置管理、持久化存储与实时应用
- SettingsSystem
- 负责集中应用设置遍历模型中的设置节并调用可应用设置的Apply方法
- 发送应用开始/完成事件,异常时发送失败事件并向上抛出
- SettingsModel
- 聚合两类设置数据设置ISettingsData与可应用设置IApplyAbleSettings
- 提供GetData/RegisterApplicator/GetApplicator/TryGet/All等方法
- SettingsPersistence
- 基于存储接口IStorage实现设置的Load/Save/Delete/LoadAll/SaveAll
- 通过事件总线发布加载、保存、删除、批量保存等事件
- 键名规则Settings_{TypeName}
```mermaid
flowchart TD
Start(["开始"]) --> GetSection["获取设置节<br/>TryGet/GetData"]
GetSection --> CheckApply{"是否实现IApplyAbleSettings?"}
CheckApply --> |否| End(["结束"])
CheckApply --> |是| SendApplying["发送SettingsApplyingEvent"]
SendApplying --> Apply["调用Apply()"]
Apply --> Success{"是否成功?"}
Success --> |是| SendApplied["发送SettingsAppliedEvent(true)"]
Success --> |否| SendFailed["发送SettingsAppliedEvent(false, ex)"] --> Throw["抛出异常"]
SendApplied --> End
Throw --> End
```
图表来源
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L83-L98)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L65-L94)
章节来源
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs#L11-L32)
### 存储系统:数据持久化与序列化
- FileStorage
- 基于文件系统,键转路径时进行安全清理与路径校验,防止路径逃逸
- 每个key持有独立锁对象确保并发读写安全
- 支持同步/异步读写、存在性检查、删除
- 使用ISerializer进行序列化/反序列化
- ScopedStorage
- 对所有键统一添加前缀,形成作用域隔离
- 提供Scope方法创建子作用域
- JsonSerializer
- 基于Newtonsoft.Json的Serialize/Deserialize实现
```mermaid
classDiagram
class FileStorage {
-string _rootPath
-string _extension
-ConcurrentDictionary~string,object~ _keyLocks
-ISerializer _serializer
+bool Exists(key)
+Task~bool~ ExistsAsync(key)
+T Read~T~(key)
+T Read~T~(key, default)
+Task~T~ ReadAsync~T~(key)
+void Write~T~(key, value)
+Task WriteAsync~T~(key, value)
+void Delete(key)
}
class ScopedStorage {
-IStorage _inner
-string _prefix
+bool Exists(key)
+Task~bool~ ExistsAsync(key)
+T Read~T~(key)
+T Read~T~(key, default)
+Task~T~ ReadAsync~T~(key)
+void Write~T~(key, value)
+Task WriteAsync~T~(key, value)
+void Delete(key)
+IStorage Scope(scope)
}
class JsonSerializer {
+string Serialize~T~(value)
+T Deserialize~T~(data)
}
FileStorage --> JsonSerializer : "使用"
ScopedStorage --> IStorage : "包装"
```
图表来源
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
章节来源
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
### 状态管理系统:有限状态机与查询
- GameStateMachineSystem
- 在通用状态机系统基础上提供类型化查询IsIn<T>()与Get<T>()
- 便于在业务层以强类型方式判断与获取当前状态
章节来源
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
### 抽象接口设计与使用方法
- IUiRouter
- 职责UI导航与切换的统一入口包含Push/Pop/Replace/Clear、层级管理、守卫与处理器注册
- 使用要点通过BindRoot绑定UI根节点在RegisterHandlers中注册默认处理器利用策略参数控制页面生命周期
- ISettingsSystem
- 职责:集中应用设置,支持单类型、多类型与全部设置的应用
- 使用要点在系统初始化后调用ApplyAll或按需调用Apply<T>
- 其他接口
- IUiTransitionHandler定义处理器优先级、适用阶段、过滤条件与异步处理逻辑
- UiLayer定义页面层与浮层的层级体系用于Show/Hide等非栈管理
章节来源
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [ISettingsSystem.cs](file://GFramework.Game.Abstractions/setting/ISettingsSystem.cs#L11-L32)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [UiLayer.cs](file://GFramework.Game.Abstractions/enums/UiLayer.cs#L7-L33)
## 依赖关系分析
- UI路由依赖
- 依赖IUiRoot与IUiFactory以管理页面生命周期与实例复用
- 通过UiTransitionPipeline与IUiTransitionHandler解耦过渡逻辑
- 通过路由守卫实现可插拔的进入/离开控制
- 设置系统依赖
- SettingsSystem依赖ISettingsModelSettingsModel聚合数据与应用器
- SettingsPersistence依赖IStorage与事件总线负责持久化与批量操作
- 存储系统依赖
- FileStorage依赖ISerializerScopedStorage依赖IStorage
- 状态系统依赖
- GameStateMachineSystem基于通用状态机系统提供类型化查询
```mermaid
graph LR
UIR["UiRouterBase"] --> |使用| IUR["IUiRouter"]
UIR --> |注册| UIP["UiTransitionPipeline"]
UIP --> |执行| IUTH["IUiTransitionHandler"]
SS["SettingsSystem"] --> |读取| SM["SettingsModel"]
SP["SettingsPersistence"] --> |读写| IStorage["IStorage"]
FS["FileStorage"] --> |实现| IStorage
SC["ScopedStorage"] --> |包装| IStorage
FS --> JS["JsonSerializer"]
GSM["GameStateMachineSystem"] --> |扩展| StateMachine["通用状态机"]
```
图表来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [IUiRouter.cs](file://GFramework.Game.Abstractions/ui/IUiRouter.cs#L9-L138)
- [IUiTransitionHandler.cs](file://GFramework.Game.Abstractions/ui/IUiTransitionHandler.cs#L10-L39)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
章节来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L13-L314)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L11-L168)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L11-L99)
- [SettingsModel.cs](file://GFramework.Game/setting/SettingsModel.cs#L9-L103)
- [SettingsPersistence.cs](file://GFramework.Game/setting/SettingsPersistence.cs#L12-L141)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L11-L258)
- [ScopedStorage.cs](file://GFramework.Game/storage/ScopedStorage.cs#L11-L99)
- [JsonSerializer.cs](file://GFramework.Game/serializer/JsonSerializer.cs#L9-L29)
- [GameStateMachineSystem.cs](file://GFramework.Game/state/GameStateMachineSystem.cs#L9-L26)
## 性能考量
- UI过渡
- 使用AfterChange异步执行避免阻塞主线程
- 通过UiInstancePolicy控制实例复用减少频繁创建/销毁开销
- 路由守卫应尽量短小、异步化,避免长时间阻塞
- 存储
- FileStorage按key加锁避免并发写冲突读多写少场景建议使用异步读取
- ScopedStorage提供作用域隔离避免键冲突与命名污染
- JsonSerializer序列化成本与数据大小相关建议对大对象分片或压缩
- 设置系统
- ApplyAll按需调用避免频繁全量应用
- SettingsPersistence的批量保存可减少多次IO
## 故障排查指南
- UI路由
- 若Push被忽略确认IsTop判断与路由守卫返回值
- Pop被拦截检查离开守卫CanLeaveAsync返回值
- 过渡卡住检查UiTransitionHandler超时与ContinueOnError配置
- 设置系统
- Apply失败查看SettingsAppliedEvent携带的异常信息
- 加载不到数据确认键名规则Settings_{TypeName}与存储路径一致
- 存储
- 文件不存在:确认键名与扩展名、目录创建逻辑
- 并发写冲突确认key锁是否生效避免跨key共享同一锁对象
- 路径逃逸:检查键名中是否包含非法字符或“..”
章节来源
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L84-L88)
- [UiRouterBase.cs](file://GFramework.Game/ui/UiRouterBase.cs#L148-L152)
- [UiTransitionPipeline.cs](file://GFramework.Game/ui/UiTransitionPipeline.cs#L127-L153)
- [SettingsSystem.cs](file://GFramework.Game/setting/SettingsSystem.cs#L93-L97)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L72-L103)
- [FileStorage.cs](file://GFramework.Game/storage/FileStorage.cs#L246-L254)
## 结论
本模块通过清晰的抽象接口与可插拔的实现提供了稳定可靠的UI导航、设置管理、数据持久化与状态管理能力。遵循本文档的最佳实践与配置建议可在保证性能与可维护性的前提下快速构建复杂的游戏功能模块。
## 附录
- API参考与配置选项
- UI路由
- Push/Pop/Replace/Clear支持策略参数与实例策略
- RegisterHandler/UnregisterHandler注册过渡处理器与选项
- AddGuard/RemoveGuard注册路由守卫与优先级
- 设置系统
- Apply/ApplyAll/Apply(IEnumerable):应用设置
- SettingsModelGetData/RegisterApplicator/TryGet/All
- SettingsPersistenceLoad/Save/Delete/LoadAll/SaveAll
- 存储系统
- FileStorageWrite/Read/Exists/Delete支持同步/异步
- ScopedStorageScope创建子作用域
- JsonSerializerSerialize/Deserialize
- 实际使用示例(步骤说明)
- UI页面切换
- 在模块初始化中注册UiRouter与IUiRoot
- 在RegisterHandlers中注册默认过渡处理器
- 调用Push/Pop/Replace进行页面切换
- 设置应用
- 在SettingsModel中注册可应用设置
- 通过SettingsSystem.ApplyAll应用设置
- 使用SettingsPersistence.Load/Save进行持久化
- 数据存储
- 使用FileStorage进行键值读写
- 使用ScopedStorage进行作用域隔离
- 使用JsonSerializer进行序列化