GFramework/GFramework.Game/Scene/Handler/LoggingTransitionHandler.cs
GeWuYou fb14d7122c docs(style): 更新文档中的命名空间导入格式
- 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
2026-03-10 07:18:49 +08:00

56 lines
2.2 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.Core.Abstractions.Logging;
using GFramework.Core.Logging;
using GFramework.Game.Abstractions.Enums;
using GFramework.Game.Abstractions.Scene;
namespace GFramework.Game.Scene.Handler;
/// <summary>
/// 日志场景切换处理器,用于记录场景切换的详细信息。
/// </summary>
public sealed class LoggingTransitionHandler : SceneTransitionHandlerBase
{
private static readonly ILogger Log = LoggerFactoryResolver.Provider.CreateLogger(nameof(LoggingTransitionHandler));
/// <summary>
/// 获取处理器优先级,数值越大优先级越低(最后执行)。
/// </summary>
public override int Priority => 999;
/// <summary>
/// 获取处理器处理的场景切换阶段,处理所有阶段。
/// </summary>
public override SceneTransitionPhases Phases => SceneTransitionPhases.All;
/// <summary>
/// 处理场景切换事件的异步方法。
/// </summary>
/// <param name="event">场景切换事件对象,包含切换的相关信息。</param>
/// <param name="cancellationToken">取消令牌,用于控制异步操作的取消。</param>
/// <returns>表示异步操作的任务。</returns>
public override Task HandleAsync(SceneTransitionEvent @event, CancellationToken cancellationToken)
{
Log.Info(
"Scene Transition: Phases={0}, Type={1}, From={2}, To={3}",
@event.Get<string>("Phases", "Unknown"),
@event.TransitionType,
@event.FromSceneKey ?? "None",
@event.ToSceneKey ?? "None"
);
return Task.CompletedTask;
}
}