mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-22 10:34:30 +08:00
- 添加场景路由守卫机制,支持进入和离开场景的权限检查 - 实现场景过渡处理器管道,支持BeforeChange和AfterChange阶段处理 - 新增LoadingProgressHandler和LoggingTransitionHandler处理器 - 添加SceneTransitionPhases和SceneTransitionType枚举定义 - 实现ISceneRouteGuard、ISceneTransitionHandler等核心接口 - 在SceneRouterBase中集成守卫检查和处理器管道功能 - 重构场景切换逻辑,添加事件驱动的过渡处理机制
55 lines
2.4 KiB
C#
55 lines
2.4 KiB
C#
// Copyright (c) 2026 GeWuYou
|
||
// Licensed under the Apache License, Version 2.0 (the "License");
|
||
// you may not use this file except in compliance with the License.
|
||
// You may obtain a copy of the License at
|
||
//
|
||
// http://www.apache.org/licenses/LICENSE-2.0
|
||
//
|
||
// Unless required by applicable law or agreed to in writing, software
|
||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||
// See the License for the specific language governing permissions and
|
||
// limitations under the License.
|
||
|
||
using GFramework.Game.Abstractions.enums;
|
||
using GFramework.Game.Abstractions.scene;
|
||
|
||
namespace GFramework.Game.scene.handler;
|
||
|
||
/// <summary>
|
||
/// 场景过渡处理器抽象基类,提供了 ISceneTransitionHandler 接口的默认实现。
|
||
/// 派生类只需重写必要的方法即可快速实现自定义处理器。
|
||
/// </summary>
|
||
public abstract class SceneTransitionHandlerBase : ISceneTransitionHandler
|
||
{
|
||
/// <summary>
|
||
/// 获取处理器适用的场景过渡阶段。
|
||
/// 默认为所有阶段(BeforeChange 和 AfterChange)。
|
||
/// </summary>
|
||
public virtual SceneTransitionPhases Phases => SceneTransitionPhases.All;
|
||
|
||
/// <summary>
|
||
/// 获取处理器的执行优先级。
|
||
/// 派生类必须实现此属性以指定优先级。
|
||
/// </summary>
|
||
public abstract int Priority { get; }
|
||
|
||
/// <summary>
|
||
/// 判断处理器是否应该处理当前场景过渡事件。
|
||
/// 默认实现总是返回 true,派生类可以重写此方法以添加自定义过滤逻辑。
|
||
/// </summary>
|
||
/// <param name="event">场景过渡事件。</param>
|
||
/// <param name="phases">当前执行的阶段。</param>
|
||
/// <returns>默认返回 true,表示总是处理。</returns>
|
||
public virtual bool ShouldHandle(SceneTransitionEvent @event, SceneTransitionPhases phases)
|
||
=> true;
|
||
|
||
/// <summary>
|
||
/// 异步处理场景过渡事件。
|
||
/// 派生类必须实现此方法以定义具体的处理逻辑。
|
||
/// </summary>
|
||
/// <param name="event">场景过渡事件,包含切换的上下文信息。</param>
|
||
/// <param name="cancellationToken">取消令牌,用于支持操作取消。</param>
|
||
/// <returns>表示处理操作完成的异步任务。</returns>
|
||
public abstract Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken);
|
||
} |