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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
55 lines
2.4 KiB
C#
55 lines
2.4 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.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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/// 场景过渡处理器抽象基类,提供了 ISceneTransitionHandler 接口的默认实现。
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/// 派生类只需重写必要的方法即可快速实现自定义处理器。
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/// </summary>
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public abstract class SceneTransitionHandlerBase : ISceneTransitionHandler
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{
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/// <summary>
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/// 获取处理器适用的场景过渡阶段。
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/// 默认为所有阶段(BeforeChange 和 AfterChange)。
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/// </summary>
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public virtual SceneTransitionPhases Phases => SceneTransitionPhases.All;
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/// <summary>
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/// 获取处理器的执行优先级。
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/// 派生类必须实现此属性以指定优先级。
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/// </summary>
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public abstract 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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/// 默认实现总是返回 true,派生类可以重写此方法以添加自定义过滤逻辑。
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/// </summary>
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/// <param name="event">场景过渡事件。</param>
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/// <param name="phases">当前执行的阶段。</param>
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/// <returns>默认返回 true,表示总是处理。</returns>
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public virtual bool ShouldHandle(SceneTransitionEvent @event, SceneTransitionPhases phases)
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=> true;
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/// <summary>
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/// 异步处理场景过渡事件。
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/// 派生类必须实现此方法以定义具体的处理逻辑。
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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="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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public abstract Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken);
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} |