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- 实现UiRouterBase基类,提供页面栈管理和层级UI管理功能 - 定义IUiRouter接口,规范UI界面导航和切换操作 - 添加UI过渡管道机制,支持UI切换处理器注册和执行 - 实现页面栈操作方法,包括Push、Pop、Replace、Clear等 - 添加层级UI管理功能,支持Overlay、Modal、Toast等浮层显示 - 集成暂停管理功能,实现页面可见性驱动的暂停令牌管理 - 提供UI动作分发机制,支持语义动作捕获和分发 - 实现UI交互配置文件UiInteractionProfile,定义页面交互契约
226 lines
9.1 KiB
C#
226 lines
9.1 KiB
C#
using GFramework.Core.Abstractions.Systems;
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using GFramework.Game.Abstractions.Enums;
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namespace GFramework.Game.Abstractions.UI;
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/// <summary>
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/// UI路由管理器接口,用于管理UI界面的导航和切换操作
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/// </summary>
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public interface IUiRouter : ISystem
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{
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/// <summary>
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/// 获取当前UI栈深度
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/// </summary>
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int Count { get; }
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/// <summary>
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/// 绑定UI根节点
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/// </summary>
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/// <param name="root">UI根节点接口实例</param>
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void BindRoot(IUiRoot root);
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/// <summary>
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/// 将指定的UI界面压入路由栈,显示新的UI界面
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/// </summary>
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/// <param name="uiKey">UI界面的唯一标识符</param>
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/// <param name="param">进入界面的参数,可为空</param>
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/// <param name="policy">界面切换策略,默认为Exclusive(独占)</param>
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ValueTask PushAsync(string uiKey, IUiPageEnterParam? param = null,
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive);
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/// <summary>
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/// 将已存在的UI页面压入路由栈
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/// 用于预挂载节点或调试场景
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/// </summary>
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/// <param name="page">已创建的UI页面行为实例</param>
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/// <param name="param">进入界面的参数,可为空</param>
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/// <param name="policy">界面切换策略,默认为Exclusive(独占)</param>
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ValueTask PushAsync(IUiPageBehavior page, IUiPageEnterParam? param = null,
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive);
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/// <summary>
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/// 弹出路由栈顶的UI界面,返回到上一个界面
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/// </summary>
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/// <param name="policy">界面弹出策略,默认为Destroy(销毁)</param>
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ValueTask PopAsync(UiPopPolicy policy = UiPopPolicy.Destroy);
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/// <summary>
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/// 替换当前所有页面为新页面(基于uiKey)
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/// </summary>
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/// <param name="uiKey">新UI页面标识符</param>
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/// <param name="param">页面进入参数,可为空</param>
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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public ValueTask ReplaceAsync(
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string uiKey,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive);
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/// <summary>
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/// 替换当前所有页面为已存在的页面(基于实例)
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/// </summary>
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/// <param name="page">已创建的UI页面行为实例</param>
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/// <param name="param">页面进入参数,可为空</param>
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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public ValueTask ReplaceAsync(
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IUiPageBehavior page,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive);
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/// <summary>
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/// 清空所有UI界面,重置路由状态
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/// </summary>
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ValueTask ClearAsync();
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/// <summary>
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/// 注册UI切换处理器
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/// </summary>
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/// <param name="handler">处理器实例</param>
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/// <param name="options">执行选项</param>
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void RegisterHandler(IUiTransitionHandler handler, UiTransitionHandlerOptions? options = null);
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/// <summary>
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/// 注销UI切换处理器
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/// </summary>
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/// <param name="handler">处理器实例</param>
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void UnregisterHandler(IUiTransitionHandler handler);
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/// <summary>
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/// 获取当前栈顶UI的Key
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/// </summary>
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/// <returns>当前UI Key,如果栈为空返回空字符串</returns>
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string PeekKey();
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/// <summary>
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/// 获取当前栈顶的UI页面行为对象
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/// </summary>
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/// <returns>栈顶的IUiPageBehavior对象,如果栈为空则返回null</returns>
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IUiPageBehavior? Peek();
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/// <summary>
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/// 判断指定UI是否为当前栈顶UI
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/// </summary>
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bool IsTop(string uiKey);
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/// <summary>
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/// 判断指定UI是否存在于UI栈中
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/// </summary>
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bool Contains(string uiKey);
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#region Layer UI
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/// <summary>
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/// 在指定层级显示UI(Overlay / Modal / Toast等)
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/// </summary>
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/// <param name="uiKey">要显示的UI页面的唯一标识符</param>
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/// <param name="layer">UI显示的层级,例如 Overlay、Modal 或 Toast</param>
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/// <param name="param">可选参数,用于传递给UI页面的初始化数据</param>
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UiHandle Show(
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string uiKey,
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UiLayer layer,
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IUiPageEnterParam? param = null);
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/// <summary>
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/// 在指定层级显示UI(基于已存在实例)
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/// </summary>
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UiHandle Show(IUiPageBehavior page, UiLayer layer);
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/// <summary>
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/// 隐藏指定层级的UI。
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/// </summary>
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/// <param name="handle">UI句柄,用于标识具体的UI实例。</param>
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/// <param name="layer">指定UI所在的层级。</param>
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/// <param name="destroy">是否销毁UI对象,默认为false,表示仅隐藏而不销毁。</param>
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void Hide(UiHandle handle, UiLayer layer, bool destroy = false);
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/// <summary>
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/// 恢复指定层级的UI显示。
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/// </summary>
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/// <param name="handle">UI句柄,用于标识具体的UI实例。</param>
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/// <param name="layer">指定UI所在的层级。</param>
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void Resume(UiHandle handle, UiLayer layer);
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/// <summary>
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/// 清空指定层级的所有UI。
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/// </summary>
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/// <param name="layer">要清空的UI层级。</param>
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/// <param name="destroy">是否销毁UI实例。如果为true,则会销毁UI实例;否则仅从层级中移除。</param>
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void ClearLayer(UiLayer layer, bool destroy = false);
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/// <summary>
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/// 从指定层级获取UI实例。
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/// </summary>
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/// <param name="handle">UI句柄,用于标识具体的UI实例。</param>
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/// <param name="layer">要查询的UI层级。</param>
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/// <returns>返回与指定键关联的UI行为接口实例;如果未找到则返回null。</returns>
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UiHandle? GetFromLayer(UiHandle handle, UiLayer layer);
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/// <summary>
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/// 从指定层级获取所有与给定UI键关联的UI实例。
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/// </summary>
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/// <param name="uiKey">用于标识UI实例的键。</param>
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/// <param name="layer">要查询的UI层级。</param>
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/// <returns>返回一个只读列表,包含所有与指定键和层级关联的UI句柄;如果未找到则返回空列表。</returns>
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IReadOnlyList<UiHandle> GetAllFromLayer(string uiKey, UiLayer layer);
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/// <summary>
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/// 判断指定层级是否存在可见UI。
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/// </summary>
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/// <param name="handle">UI句柄,用于标识具体的UI实例。</param>
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/// <param name="layer">要检查的UI层级。</param>
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/// <returns>如果在指定层级中存在可见的UI,则返回true;否则返回false。</returns>
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bool HasVisibleInLayer(UiHandle handle, UiLayer layer);
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/// <summary>
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/// 根据UI键隐藏指定层级中的UI。
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/// </summary>
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/// <param name="uiKey">UI的唯一标识键。</param>
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/// <param name="layer">要操作的UI层级。</param>
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/// <param name="destroy">是否销毁UI实例,默认为false。</param>
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/// <param name="hideAll">是否隐藏所有匹配的UI实例,默认为false。</param>
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void HideByKey(string uiKey, UiLayer layer, bool destroy = false, bool hideAll = false);
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/// <summary>
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/// 查询当前对指定 UI 语义动作拥有最高优先级捕获权的页面。
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/// </summary>
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/// <param name="action">要查询的动作。</param>
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/// <returns>动作所有者;如果当前没有页面声明捕获该动作则返回 <see langword="null" />。</returns>
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IUiPageBehavior? GetUiActionOwner(UiInputAction action);
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/// <summary>
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/// 尝试把语义动作分发给当前拥有该动作捕获权的页面。
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/// </summary>
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/// <param name="action">当前动作。</param>
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/// <returns>如果该动作已被某个页面捕获并完成分发,则返回 <see langword="true" />。</returns>
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bool TryDispatchUiAction(UiInputAction action);
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/// <summary>
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/// 尝试把语义动作分发给当前拥有该动作捕获权的页面。
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/// </summary>
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/// <param name="action">当前动作。</param>
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/// <returns>如果该动作已被某个页面捕获并完成分发,则返回 <see langword="true" />。</returns>
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[Obsolete(
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"Use TryDispatchUiAction(UiInputAction action) to emphasize dispatch semantics instead of handler success.")]
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bool TryHandleUiAction(UiInputAction action);
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 指针输入。
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/// </summary>
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/// <returns>如果 World 指针输入应被阻断则返回 <see langword="true" />。</returns>
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bool BlocksWorldPointerInput();
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/// <summary>
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/// 判断当前可见 UI 是否阻断 World 语义动作输入。
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/// </summary>
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/// <returns>如果 World 动作输入应被阻断则返回 <see langword="true" />。</returns>
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bool BlocksWorldActionInput();
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#endregion
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}
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