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https://github.com/GeWuYou/GFramework.git
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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
52 lines
2.0 KiB
C#
52 lines
2.0 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 Godot;
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namespace GFramework.Godot.UI;
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/// <summary>
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/// 顶层 UI 行为类,继承自 CanvasItemUiPageBehaviorBase。
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/// 此类用于实现系统级弹窗行为,具有不可重入、最高优先级和模态特性。
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/// </summary>
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/// <typeparam name="T">泛型参数,表示拥有此行为的 CanvasItem 类型。</typeparam>
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/// <param name="owner">拥有此行为的 CanvasItem 实例。</param>
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/// <param name="key">用于标识此行为的唯一键。</param>
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public class TopmostLayerUiPageBehavior<T>(T owner, string key) : CanvasItemUiPageBehaviorBase<T>(owner, key)
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where T : CanvasItem
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{
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/// <summary>
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/// 获取当前 UI 行为所在的层级。
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/// 返回值为 UiLayer.Topmost,表示该行为位于最顶层。
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/// </summary>
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public override UiLayer Layer => UiLayer.Topmost;
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/// <summary>
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/// 指示此行为是否可重入。
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/// 返回值为 false,表示不可重入。
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/// </summary>
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public override bool IsReentrant => false;
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/// <summary>
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/// 指示此行为是否为模态行为。
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/// 返回值为 true,表示为模态行为,会阻止其他交互。
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/// </summary>
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public override bool IsModal => true;
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/// <summary>
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/// 指示此行为是否会阻塞输入。
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/// 返回值为 true,表示会阻塞用户输入。
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/// </summary>
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public override bool BlocksInput => true;
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} |