using System.Collections.Generic;
using System.Reflection;
using GameBase;
using GameLogic;
using TEngine;
using UnityEngine;
using UnityEngine.Playables;
///
/// 游戏App。
///
public partial class GameApp : Singleton
{
private static List _hotfixAssembly;
private static List _procedureList;
///
/// 热更域App主入口。
///
///
public static void Entrance(object[] objects)
{
_hotfixAssembly = (List)objects[0];
Log.Warning("======= 看到此条日志代表你成功运行了热更新代码 =======");
Log.Warning("======= Entrance GameApp =======");
Instance.Active();
Instance.Start();
Utility.Unity.AddUpdateListener(Instance.Update);
Utility.Unity.AddFixedUpdateListener(Instance.FixedUpdate);
Utility.Unity.AddLateUpdateListener(Instance.LateUpdate);
Utility.Unity.AddDestroyListener(Instance.OnDestroy);
Utility.Unity.AddOnDrawGizmosListener(Instance.OnDrawGizmos);
Utility.Unity.AddOnApplicationPauseListener(Instance.OnApplicationPause);
_procedureList = new List();
_procedureList.Add(new GameLogic.OnEnterGameAppProcedure());
_procedureList.Add(new GameLogic.GameChangeSceneProcedure());
_procedureList.Add(new GameLogic.GameSceneProcedure());
GameModule.Procedure.RestartProcedure(_procedureList.ToArray());
PlayableAsset playableAsset;
Instance.StartGameLogic();
}
///
/// 开始游戏业务层逻辑。
/// 显示UI、加载场景等。
///
private void StartGameLogic()
{
// GameModule.Audio.UISoundVolume = 0.7f;
GameModule.UI.ShowUI();
}
///
/// 关闭游戏。
///
/// 关闭游戏框架类型。
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("GameApp Shutdown");
if (shutdownType == ShutdownType.None)
{
return;
}
if (shutdownType == ShutdownType.Restart)
{
Utility.Unity.RemoveUpdateListener(Instance.Update);
Utility.Unity.RemoveFixedUpdateListener(Instance.FixedUpdate);
Utility.Unity.RemoveLateUpdateListener(Instance.LateUpdate);
Utility.Unity.RemoveDestroyListener(Instance.OnDestroy);
Utility.Unity.RemoveOnDrawGizmosListener(Instance.OnDrawGizmos);
Utility.Unity.RemoveOnApplicationPauseListener(Instance.OnApplicationPause);
}
SingletonSystem.Release();
}
private void Start()
{
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
logic.OnStart();
}
}
private void Update()
{
TProfiler.BeginFirstSample("Update");
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
TProfiler.BeginSample(logic.GetType().FullName);
logic.OnUpdate();
TProfiler.EndSample();
}
TProfiler.EndFirstSample();
}
private void FixedUpdate()
{
TProfiler.BeginFirstSample("FixedUpdate");
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
TProfiler.BeginSample(logic.GetType().FullName);
logic.OnFixedUpdate();
TProfiler.EndSample();
}
TProfiler.EndFirstSample();
}
private void LateUpdate()
{
TProfiler.BeginFirstSample("LateUpdate");
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
TProfiler.BeginSample(logic.GetType().FullName);
logic.OnLateUpdate();
TProfiler.EndSample();
}
TProfiler.EndFirstSample();
}
private void OnDestroy()
{
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
logic.OnDestroy();
}
Shutdown(ShutdownType.Restart);
}
private void OnDrawGizmos()
{
#if UNITY_EDITOR
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
logic.OnDrawGizmos();
}
#endif
}
private void OnApplicationPause(bool isPause)
{
var listLogic = _listLogicMgr;
var logicCnt = listLogic.Count;
for (int i = 0; i < logicCnt; i++)
{
var logic = listLogic[i];
logic.OnApplicationPause(isPause);
}
}
}