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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
68 lines
2.4 KiB
C#
68 lines
2.4 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 GFramework.Game.Abstractions.UI;
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using Godot;
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namespace GFramework.Godot.UI;
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/// <summary>
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/// 浮层 UI 行为类,用于管理覆盖层、对话框等 UI 元素。
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/// 该行为支持可重入性,适用于需要叠加显示的场景。
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/// </summary>
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/// <typeparam name="T">UI 元素的类型,必须继承自 CanvasItem。</typeparam>
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public class OverlayLayerUiPageBehavior<T> : CanvasItemUiPageBehaviorBase<T>
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where T : CanvasItem
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{
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/// <summary>
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/// 初始化 OverlayLayerUiPageBehavior 实例。
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/// </summary>
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/// <param name="owner">关联的 UI 元素实例。</param>
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/// <param name="key">用于标识该行为的唯一键。</param>
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public OverlayLayerUiPageBehavior(T owner, string key) : base(owner, key)
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{
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}
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/// <summary>
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/// 获取当前 UI 行为所属的层级,固定为浮层(Overlay)。
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/// </summary>
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public override UiLayer Layer => UiLayer.Overlay;
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/// <summary>
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/// 指示该行为是否支持可重入性,始终返回 true。
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/// </summary>
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public override bool IsReentrant => true;
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/// <summary>
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/// 指示该行为是否为模态行为,始终返回 false。
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/// </summary>
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public override bool IsModal => false;
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/// <summary>
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/// 指示该行为是否会阻塞输入,始终返回 false。
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/// </summary>
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public override bool BlocksInput => false;
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/// <summary>
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/// 当浮层被暂停时调用此方法。
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/// 浮层在暂停时不中断处理逻辑(如动画等),仅触发业务层的 OnPause 方法。
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/// </summary>
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public override void OnPause()
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{
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// 浮层不暂停处理,保持动画和交互
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// 只调用业务层的 OnPause
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if (Owner is IUiPage page)
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page.OnPause();
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}
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} |