private string GetSceneNameString(string[] sceneAssetNames) { if (sceneAssetNames == null || sceneAssetNames.Length <= 0) { return("<Empty>"); } string sceneNameString = string.Empty; foreach (string sceneAssetName in sceneAssetNames) { if (!string.IsNullOrEmpty(sceneNameString)) { sceneNameString += ", "; } sceneNameString += ScenarioManager.GetSceneName(sceneAssetName); } return(sceneNameString); }
IEnumerator Start() { //默认不销毁 DontDestroyOnLoad(gameObject); #region Module Event = GameFrameworkMode.GetModule <EventManager>(); State = GameFrameworkMode.GetModule <GameStateManager>(); Node = GameFrameworkMode.GetModule <NodeManager>(); DataTable = GameFrameworkMode.GetModule <DataTableManager>(); Resource = GameFrameworkMode.GetModule <ResourceManager>(); Scene = GameFrameworkMode.GetModule <ScenarioManager>(); UI = GameFrameworkMode.GetModule <UIManager>(); WebRequest = GameFrameworkMode.GetModule <WebRequestManager>(); Audio = GameFrameworkMode.GetModule <AudioManager>(); Localization = GameFrameworkMode.GetModule <LocalizationManager>(); Setting = GameFrameworkMode.GetModule <SettingManager>(); System = GameFrameworkMode.GetModule <SystemManager>(); Network = GameFrameworkMode.GetModule <NetworkManager>(); Pool = GameFrameworkMode.GetModule <PoolManager>(); Coroutines = GameFrameworkMode.GetModule <CoroutineManager>(); HotFixLua = GameFrameworkMode.GetModule <HotFixLuaManager>(); HotFixILRuntime = GameFrameworkMode.GetModule <HotFixILRuntimeManager>(); #endregion #region Resource Resource.ResUpdateType = ResUpdateType; Resource.ResUpdatePath = ResUpdatePath; Resource.LocalPathType = LocalPathType; //添加对象池管理器 GameObject gameObjectPoolHelper = new GameObject("IGameObjectPoolHelper"); gameObjectPoolHelper.transform.SetParent(transform); Resource.SetGameObjectPoolHelper(gameObjectPoolHelper.AddComponent <GameObjectPoolHelper>()); #endregion #region UI // 如果没有主动绑定UI节点,那么就自动寻找当前场景Canvas组件 if (UIRoot == null) { UIRoot = FindObjectOfType <Canvas>().gameObject; } if (UIRoot != null) { UI.InitUIRoot(UIRoot); } #endregion #region Auido //设置音频播放 GameObject audioPlayer = new GameObject("AudioSourcePlayer"); audioPlayer.transform.SetParent(transform); //添加AduioSource Audio.SetDefaultAudioSource(audioPlayer.AddComponent <AudioSource>(), audioPlayer.AddComponent <AudioSource>(), audioPlayer.AddComponent <AudioSource>()); #endregion #region WebRequest //设置帮助类 GameObject webRequestHelper = new GameObject("IWebRequestHelper"); webRequestHelper.transform.SetParent(transform); GameObject webDownloadHelper = new GameObject("IWebDownloadMonoHelper"); webDownloadHelper.transform.SetParent(transform); WebRequest.SetWebRequestHelper(webRequestHelper.AddComponent <WebRquestMonoHelper>()); WebRequest.SetWebDownloadHelper(webDownloadHelper.AddComponent <WebDownloadMonoHelper>()); #endregion #region Coroutine GameObject coroutineRoot = new GameObject("CoroutineRoot"); coroutineRoot.transform.SetParent(transform); Coroutines.Initialize(coroutineRoot); #endregion #region Setting /*Transform debugT = transform.Find("[Graphy]"); * if (debugT != null) * { * GameObject debugHelper = debugT.gameObject; * Setting.SetDebuger(debugHelper); * Setting.DebugEnable = DebugEnable; * }*/ GameObject debugHelper = new GameObject("DebugHelper"); debugHelper.transform.SetParent(transform); Setting.SetDebuger(debugHelper.AddComponent <DebugHelper>().gameObject); Setting.DebugEnable = DebugEnable; // 帧率 FrameRate = m_FrameRate; #endregion #region State //开启整个项目的流程 Assembly = typeof(GameMode).Assembly; State.CreateContext(Assembly); yield return(new WaitForEndOfFrame()); State.SetStateStart(); #endregion }