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C#
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2025-04-18 19:18:15 +08:00
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TEngine
{
/// <summary>
/// 游戏模块。
/// </summary>
public partial class GameModule : MonoBehaviour
{
private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(ModuleImpSystem.DesignModuleCount);
private static GameObject _gameModuleRoot;
#region
/// <summary>
/// 获取游戏基础模块。
/// </summary>
public static RootModule Base
{
get => _base ??= Get<RootModule>();
private set => _base = value;
}
private static RootModule _base;
/// <summary>
/// 获取调试模块。
/// </summary>
public static DebuggerModule Debugger
{
get => _debugger ??= Get<DebuggerModule>();
private set => _debugger = value;
}
private static DebuggerModule _debugger;
/// <summary>
/// 获取有限状态机模块。
/// </summary>
public static FsmModule Fsm => _fsm ??= Get<FsmModule>();
private static FsmModule _fsm;
/// <summary>
/// 流程管理模块。
/// </summary>
public static ProcedureModule Procedure => _procedure ??= Get<ProcedureModule>();
private static ProcedureModule _procedure;
/// <summary>
/// 获取对象池模块。
/// </summary>
public static ObjectPoolModule ObjectPool => _objectPool ??= Get<ObjectPoolModule>();
private static ObjectPoolModule _objectPool;
/// <summary>
/// 获取资源模块。
/// </summary>
public static ResourceModule Resource => _resource ??= Get<ResourceModule>();
private static ResourceModule _resource;
/// <summary>
/// 获取音频模块。
/// </summary>
public static AudioModule Audio => _audio ??= Get<AudioModule>();
private static AudioModule _audio;
/// <summary>
/// 获取配置模块。
/// </summary>
public static SettingModule Setting => _setting ??= Get<SettingModule>();
private static SettingModule _setting;
/// <summary>
/// 获取UI模块。
/// </summary>
public static UIModule UI => _ui ??= Get<UIModule>();
private static UIModule _ui;
/// <summary>
/// 获取多语言模块。
/// </summary>
public static LocalizationModule Localization => _localization ??= Get<LocalizationModule>();
private static LocalizationModule _localization;
/// <summary>
/// 获取场景模块。
/// </summary>
public static SceneModule Scene => _scene ??= Get<SceneModule>();
private static SceneModule _scene;
/// <summary>
/// 获取计时器模块。
/// </summary>
public static TimerModule Timer => _timer ??= Get<TimerModule>();
private static TimerModule _timer;
/// <summary>
/// 资源组件拓展。
/// </summary>
public static ResourceExtComponent ResourceExt => _resourceExt ??= Get<ResourceExtComponent>();
private static ResourceExtComponent _resourceExt;
#endregion
/// <summary>
/// 获取游戏框架模块类。
/// </summary>
/// <typeparam name="T">游戏框架模块类。</typeparam>
/// <returns>游戏框架模块实例。</returns>
public static T Get<T>() where T : Module
{
Type type = typeof(T);
if (_moduleMaps.TryGetValue(type, out var ret))
{
return ret as T;
}
T module = ModuleSystem.GetModule<T>();
Log.Assert(condition: module != null, $"{typeof(T)} is null");
_moduleMaps.Add(type, module);
return module;
}
private void Start()
{
Log.Info("GameModule Active");
gameObject.name = $"[{nameof(GameModule)}]";
_gameModuleRoot = gameObject;
DontDestroyOnLoad(gameObject);
}
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("GameModule Shutdown");
if (_gameModuleRoot != null)
{
Destroy(_gameModuleRoot);
_gameModuleRoot = null;
}
_moduleMaps.Clear();
_base = null;
_debugger = null;
_fsm = null;
_procedure = null;
_objectPool = null;
_resource = null;
_audio = null;
_setting = null;
_ui = null;
_localization = null;
_scene = null;
_timer = null;
_resourceExt = null;
}
#region HandlePlayModeStateChanged
private void OnEnable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += HandlePlayModeStateChanged;
#endif
}
private void OnDisable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged;
#endif
}
#if UNITY_EDITOR
void HandlePlayModeStateChanged(PlayModeStateChange state)
{
if (state == PlayModeStateChange.ExitingPlayMode)
{
ModuleImpSystem.Shutdown();
ModuleSystem.Shutdown(ShutdownType.Quit);
}
}
#endif
#endregion
}
}