GFramework/GFramework.Godot/ui/CanvasItemUiPageBehavior.cs
GeWuYou ee3a087e35 refactor(ui): 重命名页面行为接口并更新依赖包版本
- 将 IPageBehavior 接口重命名为 IUiPageBehavior 并更新相关引用
- 将 CanvasItemPageBehavior 类重命名为 CanvasItemUiPageBehavior
- 更新 Newtonsoft.Json 从 13.0.3 到 13.0.4
- 更新 NUnit3TestAdapter 从 6.0.1 到 6.1.0
- 更新 Microsoft.CodeAnalysis.CSharp.SourceGenerators.Testing 从 1.1.2 到 1.3
- 为多个项目添加 Meziantou.Analyzer 和 Meziantou.Polyfill 包引用
2026-01-15 21:33:51 +08:00

89 lines
2.0 KiB
C#

using GFramework.Game.Abstractions.ui;
using GFramework.Godot.extensions;
using Godot;
namespace GFramework.Godot.ui;
/// <summary>
/// 控制 UI 页面行为的泛型行为类,
/// 支持所有继承自 CanvasItem 的节点
/// </summary>
/// <typeparam name="T">CanvasItem 类型的视图节点</typeparam>
public class CanvasItemUiPageBehavior<T>(T owner) : IUiPageBehavior
where T : CanvasItem
{
private readonly IUiPage? _page = owner as IUiPage;
/// <summary>
/// 页面视图对象
/// </summary>
public object View => owner;
/// <summary>
/// 获取页面是否存活状态
/// </summary>
public bool IsAlive => owner.IsValidNode();
/// <summary>
/// 页面进入时调用
/// </summary>
/// <param name="param">页面进入参数</param>
public void OnEnter(IUiPageEnterParam? param)
{
_page?.OnEnter(param);
}
/// <summary>
/// 页面退出时调用
/// </summary>
public void OnExit()
{
_page?.OnExit();
owner.QueueFreeX();
}
/// <summary>
/// 页面暂停时调用
/// </summary>
public void OnPause()
{
_page?.OnPause();
// 暂停节点的处理、物理处理和输入处理
owner.SetProcess(false);
owner.SetPhysicsProcess(false);
owner.SetProcessInput(false);
}
/// <summary>
/// 页面恢复时调用
/// </summary>
public void OnResume()
{
_page?.OnResume();
// 恢复节点的处理、物理处理和输入处理
owner.SetProcess(true);
owner.SetPhysicsProcess(true);
owner.SetProcessInput(true);
}
/// <summary>
/// 页面隐藏时调用
/// </summary>
public void OnHide()
{
_page?.OnHide();
owner.Hide();
}
/// <summary>
/// 页面显示时调用
/// </summary>
public void OnShow()
{
_page?.OnShow();
owner.Show();
OnResume();
}
}