GFramework/GFramework.Game/ui/handler/LoggingTransitionHandler.cs
GeWuYou ef2e718efe feat(coroutine): 完善协程系统接口设计与实现
- 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]
2026-01-21 00:06:01 +08:00

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using GFramework.Core.Abstractions.logging;
using GFramework.Core.logging;
using GFramework.Game.Abstractions.enums;
using GFramework.Game.Abstractions.ui;
namespace GFramework.Game.ui.handler;
/// <summary>
/// 日志UI切换处理器用于记录UI切换的详细信息
/// </summary>
public sealed class LoggingTransitionHandler : UiTransitionHandlerBase
{
/// <summary>
/// 日志记录器实例用于记录UI切换相关信息
/// </summary>
private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger("LoggingTransitionHandler");
/// <summary>
/// 获取处理器优先级,数值越大优先级越高
/// </summary>
public override int Priority => 999;
/// <summary>
/// 获取处理器处理的UI切换阶段处理所有阶段
/// </summary>
public override UITransitionPhases Phases => UITransitionPhases.All;
/// <summary>
/// 处理UI切换事件的异步方法
/// </summary>
/// <param name="event">UI切换事件对象包含切换的相关信息</param>
/// <param name="cancellationToken">取消令牌,用于控制异步操作的取消</param>
/// <returns>表示异步操作的任务</returns>
public override Task HandleAsync(UiTransitionEvent @event, CancellationToken cancellationToken)
{
// 记录UI切换的详细信息到日志
Log.Info(
"UI Transition: Phases={0}, Type={1}, From={2}, To={3}, Policy={4}",
@event.Get<string>("Phases", "Unknown"),
@event.TransitionType,
@event.FromUiKey,
@event.ToUiKey ?? "None",
@event.Policy
);
return Task.CompletedTask;
}
}