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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
103 lines
2.9 KiB
C#
103 lines
2.9 KiB
C#
using GFramework.Game.Abstractions.Enums;
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// UI切换事件,包含UI切换过程中的上下文信息
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/// </summary>
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public sealed class UiTransitionEvent
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{
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/// <summary>
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/// 用户自定义数据字典,用于Handler之间传递数据
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/// </summary>
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private readonly Dictionary<string, object> _context = new(StringComparer.Ordinal);
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/// <summary>
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/// 源UI的标识符,切换前的UI key
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/// </summary>
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public string FromUiKey { get; init; } = string.Empty;
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/// <summary>
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/// 目标UI的标识符,切换后的UI key
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/// </summary>
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public string? ToUiKey { get; init; } = string.Empty;
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/// <summary>
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/// UI切换类型
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/// </summary>
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public UiTransitionType TransitionType { get; init; }
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/// <summary>
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/// UI切换策略
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/// </summary>
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public UiTransitionPolicy Policy { get; init; }
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/// <summary>
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/// UI进入参数
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/// </summary>
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public IUiPageEnterParam? EnterParam { get; init; }
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/// <summary>
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/// 获取用户自定义数据
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/// </summary>
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/// <typeparam name="T">数据类型</typeparam>
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/// <param name="key">数据键</param>
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/// <param name="defaultValue">默认值(当键不存在或类型不匹配时返回)</param>
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/// <returns>用户数据</returns>
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public T Get<T>(string key, T defaultValue = default!)
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{
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if (_context.TryGetValue(key, out var obj) && obj is T value)
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return value;
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return defaultValue;
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}
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/// <summary>
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/// 尝试获取用户自定义数据
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/// </summary>
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/// <typeparam name="T">数据类型</typeparam>
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/// <param name="key">数据键</param>
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/// <param name="value">输出值</param>
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/// <returns>是否成功获取</returns>
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public bool TryGet<T>(string key, out T value)
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{
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if (_context.TryGetValue(key, out var obj) && obj is T t)
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{
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value = t;
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return true;
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}
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value = default!;
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return false;
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}
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/// <summary>
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/// 设置用户自定义数据
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/// </summary>
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/// <typeparam name="T">数据类型</typeparam>
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/// <param name="key">数据键</param>
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/// <param name="value">数据值</param>
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public void Set<T>(string key, T value)
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{
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_context[key] = value!;
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}
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/// <summary>
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/// 检查是否存在指定的用户数据键
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/// </summary>
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/// <param name="key">数据键</param>
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/// <returns>是否存在</returns>
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public bool Has(string key)
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{
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return _context.ContainsKey(key);
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}
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/// <summary>
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/// 移除指定的用户数据
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/// </summary>
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/// <param name="key">数据键</param>
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/// <returns>是否成功移除</returns>
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public bool Remove(string key)
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{
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return _context.Remove(key);
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}
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} |