GFramework/GFramework.Game.Abstractions/scene/ISceneTransitionHandler.cs
GeWuYou b054ee1c4a feat(scene): 实现场景路由守卫和过渡处理器管道
- 添加场景路由守卫机制,支持进入和离开场景的权限检查
- 实现场景过渡处理器管道,支持BeforeChange和AfterChange阶段处理
- 新增LoadingProgressHandler和LoggingTransitionHandler处理器
- 添加SceneTransitionPhases和SceneTransitionType枚举定义
- 实现ISceneRouteGuard、ISceneTransitionHandler等核心接口
- 在SceneRouterBase中集成守卫检查和处理器管道功能
- 重构场景切换逻辑,添加事件驱动的过渡处理机制
2026-02-15 16:59:09 +08:00

52 lines
2.1 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// Copyright (c) 2026 GeWuYou
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using GFramework.Game.Abstractions.enums;
namespace GFramework.Game.Abstractions.scene;
/// <summary>
/// 场景过渡处理器接口,定义了场景切换过程中的扩展点。
/// 实现此接口可以在场景切换的不同阶段执行自定义逻辑。
/// </summary>
public interface ISceneTransitionHandler
{
/// <summary>
/// 获取处理器的执行优先级。
/// 数值越小优先级越高,越先执行。
/// 建议范围:-1000 到 1000。
/// </summary>
int Priority { get; }
/// <summary>
/// 获取处理器适用的场景过渡阶段。
/// 可以使用 Flags 组合多个阶段(如 BeforeChange | AfterChange
/// </summary>
SceneTransitionPhases Phases { get; }
/// <summary>
/// 判断处理器是否应该处理当前场景过渡事件。
/// </summary>
/// <param name="event">场景过渡事件。</param>
/// <param name="phases">当前执行的阶段。</param>
/// <returns>如果应该处理则返回 true否则返回 false。</returns>
bool ShouldHandle(SceneTransitionEvent @event, SceneTransitionPhases phases);
/// <summary>
/// 异步处理场景过渡事件。
/// </summary>
/// <param name="event">场景过渡事件,包含切换的上下文信息。</param>
/// <param name="cancellationToken">取消令牌,用于支持操作取消。</param>
/// <returns>表示处理操作完成的异步任务。</returns>
Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken);
}