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- 实现ICoroutineContext和ICoroutineHandle接口,提供协程上下文和句柄的标准定义 - 重构CoroutineContext实现ICoroutineContext接口,统一协程上下文访问方式 - 修改CoroutineHandle实现ICoroutineHandle接口,标准化协程控制方法 - 扩展ICoroutineScheduler和ICoroutineScope接口,增加ActiveCount属性和Launch方法 - 优化CoroutineScheduler线程安全性,添加线程ID检查防止跨线程调用 - 为WaitForSeconds、WaitUntil、WaitWhile添加Reset方法支持状态重置 - 重构CoroutineScopeExtensions移除类型转换,使用接口方法替代具体类型 - 改进GlobalCoroutineScope添加TryGetScope方法,使用TryGet模式替代异常控制 - 优化CoroutineHandle取消逻辑,确保取消时正确触发OnComplete事件 - 统一各协程组件的XML文档注释,完善参数和返回值说明 - [skip ci]
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("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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} |