Beispiel #1
0
        public static void Start()
        {
#if ILRuntime
            if (!Define.IsILRuntime)
            {
                Log.Error("mono层是mono模式, 但是Hotfix层是ILRuntime模式");
            }
#else
            if (Define.IsILRuntime)
            {
                Log.Error("mono层是ILRuntime模式, Hotfix层是mono模式");
            }
#endif

            try
            {
                // 注册热更层回调
                ETModel.Game.Hotfix.Update            = () => { Update(); };
                ETModel.Game.Hotfix.LateUpdate        = () => { LateUpdate(); };
                ETModel.Game.Hotfix.OnApplicationQuit = () => { OnApplicationQuit(); };

                Game.Scene.AddComponent <UIComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 加载热更配置
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");

                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");

                // 添加麦克风组件
                Game.Scene.AddComponent <MicrophoneComponent>();

                //Game.EventSystem.Run(EventIdType.InitSceneStart);
                Game.EventSystem.Run(GlobalsEventType.CreateUIPopups);  //初始化弹窗
                Game.EventSystem.Run(CowCowEventIdType.InitScensStart); //初始化UI
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Beispiel #2
0
        public static void Start()
        {
#if ILRuntime
            if (!Define.IsILRuntime)
            {
                Log.Error("mono层是mono模式, 但是Hotfix层是ILRuntime模式");
            }
#else
            if (Define.IsILRuntime)
            {
                Log.Error("mono层是ILRuntime模式, Hotfix层是mono模式");
            }
#endif
            try
            {
                // 注册热更层回调
                ETModel.Game.Hotfix.Update              = () => { Update(); };
                ETModel.Game.Hotfix.LateUpdate          = () => { LateUpdate(); };
                ETModel.Game.Hotfix.OnApplicationQuit   = () => { OnApplicationQuit(); };
                ETModel.Game.Hotfix.OnApplicationResume = () => { OnApplicationResume(); };
                ETModel.Game.Hotfix.OnApplicationPause  = () => { OnApplicationPause(); };

                Game.Scene.AddComponent <UIComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatcherComponent>();
                Game.Scene.AddComponent <DataCenterComponent>();
                Game.Scene.AddComponent <PopupComponent>();
                Game.Scene.AddComponent <TweenCommonAniComponent>();
                Game.Scene.AddComponent <MonoEventComponent>();
                Game.Scene.AddComponent <StressTestComponent>();
                Game.Scene.AddComponent <EventCenterController>();
                // 加载热更配置
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");
                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Game.EventSystem.Run(EventIdType.InitPokerSceneStart);
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Beispiel #3
0
        public static void Start()
        {
#if ILRuntime
            if (!Define.IsILRuntime)
            {
                Log.Error("mono层是mono模式, 但是Hotfix层是ILRuntime模式");
            }
#else
            if (Define.IsILRuntime)
            {
                Log.Error("mono层是ILRuntime模式, Hotfix层是mono模式");
            }
#endif

            try
            {
                // 注册热更层回调(入口就是在这里)
                ETModel.Game.Hotfix.Update            = () => { Update(); };
                ETModel.Game.Hotfix.LateUpdate        = () => { LateUpdate(); };
                ETModel.Game.Hotfix.OnApplicationQuit = () => { OnApplicationQuit(); };

                Game.Scene.AddComponent <UIComponent>();                                               //添加UI组件
                Game.Scene.AddComponent <OpcodeTypeComponent>();                                       //操作码类型组件
                Game.Scene.AddComponent <MessageDispatcherComponent>();                                //信息分发组件

                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");   //加载热更配置
                Game.Scene.AddComponent <ConfigComponent>();                                           //加载配置组件
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); //卸载热更新配置
                //加载配置标签组件
                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);

                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");

                Game.EventSystem.Run(EventIdType.InitSceneStart);
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
Beispiel #4
0
        public static void Start()
        {
            try
            {
                Game.Scene.ModelScene = ETModel.Game.Scene;

                // 注册热更层回调
                ETModel.Game.Hotfix.Update            = () => { Update(); };
                ETModel.Game.Hotfix.LateUpdate        = () => { LateUpdate(); };
                ETModel.Game.Hotfix.OnApplicationQuit = () => { OnApplicationQuit(); };

                // 注册热更层消息回调
                ClientDispatcher clientDispatcher = new ClientDispatcher
                {
                    HotfixCallback = (s, p) => { HotfixMessageDispatcher.Run(s, p); }
                };
                ETModel.Game.Scene.GetComponent <NetOuterComponent>().MessageDispatcher = clientDispatcher;

                Game.Scene.AddComponent <UIComponent>();
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <MessageDispatherComponent>();

                // 加载热更配置
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");

                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");

                Game.EventSystem.Run(EventIdType.InitSceneStart);
            }
            catch (Exception e)
            {
                Log.Error(e.ToStr());
            }
        }