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- 将场景路由基类从同步改为异步实现,支持场景栈管理 - 添加场景行为接口定义及相关的进入参数接口 - 实现场景的压入、弹出、替换和清空等栈操作功能 - 迁移UI资源注册接口到资产模块下 - 移除缓存淘汰策略枚举并更新UI切换阶段命名空间引用 - 优化日志记录器创建方式和统一命名空间规范
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
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.ui;
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namespace GFramework.Game.ui.handler;
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/// <summary>
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/// 日志UI切换处理器,用于记录UI切换的详细信息
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/// </summary>
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public sealed class LoggingTransitionHandler : UiTransitionHandlerBase
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{
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/// <summary>
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/// 日志记录器实例,用于记录UI切换相关信息
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/// </summary>
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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,数值越大优先级越高
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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UI切换阶段,处理所有阶段
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/// </summary>
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public override UiTransitionPhases Phases => UiTransitionPhases.All;
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/// <summary>
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/// 处理UI切换事件的异步方法
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/// </summary>
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/// <param name="event">UI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(UiTransitionEvent @event, CancellationToken cancellationToken)
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{
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// 记录UI切换的详细信息到日志
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Log.Info(
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"UI Transition: Phases={0}, Type={1}, From={2}, To={3}, Policy={4}",
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@event.Get<string>("Phases", "Unknown"),
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@event.TransitionType,
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@event.FromUiKey,
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@event.ToUiKey ?? "None",
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@event.Policy
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);
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return Task.CompletedTask;
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}
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} |