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- 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
56 lines
2.2 KiB
C#
56 lines
2.2 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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using GFramework.Core.Abstractions.logging;
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using GFramework.Core.logging;
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using GFramework.Game.Abstractions.enums;
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using GFramework.Game.Abstractions.scene;
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namespace GFramework.Game.scene.handler;
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/// <summary>
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/// 日志场景切换处理器,用于记录场景切换的详细信息。
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/// </summary>
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public sealed class LoggingTransitionHandler : SceneTransitionHandlerBase
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{
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private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger(nameof(LoggingTransitionHandler));
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/// <summary>
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/// 获取处理器优先级,数值越大优先级越低(最后执行)。
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/// </summary>
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public override int Priority => 999;
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/// <summary>
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/// 获取处理器处理的场景切换阶段,处理所有阶段。
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/// </summary>
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public override SceneTransitionPhases Phases => SceneTransitionPhases.All;
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/// <summary>
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/// 处理场景切换事件的异步方法。
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/// </summary>
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/// <param name="event">场景切换事件对象,包含切换的相关信息。</param>
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/// <param name="cancellationToken">取消令牌,用于控制异步操作的取消。</param>
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/// <returns>表示异步操作的任务。</returns>
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public override Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken)
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{
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Log.Info(
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"Scene Transition: Phases={0}, Type={1}, From={2}, To={3}",
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@event.Get<string>("Phases", "Unknown"),
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@event.TransitionType,
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@event.FromSceneKey ?? "None",
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@event.ToSceneKey ?? "None"
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);
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return Task.CompletedTask;
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}
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} |