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https://github.com/GeWuYou/GFramework.git
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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
48 lines
2.0 KiB
C#
48 lines
2.0 KiB
C#
// Copyright (c) 2026 GeWuYou
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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namespace GFramework.Game.Abstractions.Scene;
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/// <summary>
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/// 场景切换中间件处理器接口,支持包裹整个变更过程的逻辑。
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/// Around 处理器在变更前后都会执行,可以控制是否继续执行变更。
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/// 适用于:性能监控、事务管理、权限验证、日志记录等横切关注点。
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/// </summary>
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public interface ISceneAroundTransitionHandler
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{
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/// <summary>
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/// 获取处理器的执行优先级。
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/// 数值越小优先级越高,越先执行(外层)。
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/// 建议范围:-1000 到 1000。
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/// </summary>
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int Priority { get; }
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/// <summary>
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/// 判断处理器是否应该处理当前场景过渡事件。
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/// </summary>
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/// <param name="event">场景过渡事件。</param>
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/// <returns>如果应该处理则返回 true,否则返回 false。</returns>
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bool ShouldHandle(SceneTransitionEvent @event);
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/// <summary>
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/// 执行中间件逻辑。
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/// </summary>
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/// <param name="event">场景过渡事件,包含切换的上下文信息。</param>
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/// <param name="next">下一个中间件或实际操作的委托。调用此委托以继续执行流程。</param>
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/// <param name="cancellationToken">取消令牌,用于支持操作取消。</param>
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/// <returns>表示处理操作完成的异步任务。</returns>
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Task HandleAsync(
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SceneTransitionEvent @event,
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Func<Task> next,
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CancellationToken cancellationToken);
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} |