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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
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using GFramework.Game.Abstractions.enums;
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namespace GFramework.Game.Abstractions.ui;
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/// <summary>
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/// UI切换处理器接口,定义UI切换扩展点的处理逻辑
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/// </summary>
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public interface IUiTransitionHandler
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{
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/// <summary>
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/// 处理器优先级,数值越小越先执行
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/// </summary>
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int Priority { get; }
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/// <summary>
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/// 处理器适用的阶段,默认为所有阶段
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/// 可以使用Flags枚举指定多个阶段
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/// </summary>
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UiTransitionPhases Phases { get; }
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/// <summary>
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/// 判断是否应该处理当前事件
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/// 可以根据事件类型、UI key等信息进行条件过滤
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/// </summary>
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/// <param name="event">UI切换事件</param>
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/// <param name="phases">当前阶段</param>
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/// <returns>是否处理</returns>
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bool ShouldHandle(UiTransitionEvent @event, UiTransitionPhases phases);
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/// <summary>
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/// 处理UI切换事件
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/// </summary>
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/// <param name="event">UI切换事件</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>异步任务</returns>
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Task HandleAsync(UiTransitionEvent @event, CancellationToken cancellationToken);
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} |