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); } }
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); } }
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); } }
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()); } }