GFramework/GFramework.Godot/ui/CanvasItemUiPageBehavior.cs
GeWuYou 0771a7ad85 refactor(ui): 更新UI路由和页面行为接口定义
- 修改HasVisibleInLayer方法签名,添加uiKey参数以精确检查特定UI可见性
- 在IUiPageBehavior接口中添加IsVisible属性用于获取页面可见状态
- 从IUiPageBehavior接口中移除RequiresMask属性
- 为ClearLayer和GetFromLayer方法添加完整的XML文档注释
- 更新CanvasItemUiPageBehavior实现以支持新的IsVisible属性
- 优化UI层级检查逻辑,提高可见性判断准确性
2026-02-07 19:49:13 +08:00

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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>
/// <returns>如果页面节点有效则返回true否则返回false</returns>
public bool IsAlive => owner.IsValidNode();
/// <summary>
/// 获取页面是否可见状态
/// </summary>
/// <returns>如果页面可见则返回true否则返回false</returns>
public bool IsVisible => owner.Visible;
/// <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
if (!BlocksInput) return;
owner.SetProcess(false);
owner.SetPhysicsProcess(false);
owner.SetProcessInput(false);
}
/// <summary>
/// 页面恢复时调用
/// </summary>
public void OnResume()
{
if (owner.IsInvalidNode())
{
return;
}
_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;
}