void ChangeScence()
 {
     SingletonMono <SceneManager> .GetInstance().LoadScene("Login", null, () =>
     {
         Singleton <WindowManager> .GetInstance().OpenWindow("LoginAndRegister", true);
     }, null);
 }
        void InitBaseSys()
        {
            SingletonMono <LuaManager> .GetInstance();

            SingletonMono <AudioManager> .GetInstance();

            Singleton <ConfigManager.ConfigManager> .GetInstance();

            SingletonMono <MonoHelper> .GetInstance();

            Singleton <TimeManager> .GetInstance();

            Singleton <EventManager> .GetInstance();

            Singleton <EventRouter> .GetInstance();

            Singleton <WindowManager> .GetInstance();

            SingletonMono <CoroutineExecutor> .GetInstance();

            Singleton <ResourceManager> .GetInstance();

            SingletonMono <ServerManager> .GetInstance();

            Singleton <LanguageManager> .GetInstance();
        }
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 /// <summary>
 /// 实际加载文件的函数
 /// </summary>
 /// <param name="task"></param>
 private void DoImmediateTask(ResourceLoadTask task)
 {
     m_currentTaskCount += 1;
     if (task.LoadType == (int)AssetBundleLoadType.LoadBundleFromFile)
     {
         LoadBundleFromFile(task);
     }
     else if (task.LoadType == (int)AssetBundleLoadType.LoadBundleFromFileAsync)
     {
         SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(LoadBundleFromFileAsync(task));
     }
     else if (task.LoadType == (int)AssetBundleLoadType.LoadFromMemory)
     {
         LoadBundleFromMemory(task);
     }
     else if (task.LoadType == (int)AssetBundleLoadType.LoadFromMemoryAsync)
     {
         SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(LoadBundleFromMemoryAsync(task));
     }
     else if (task.LoadType == (int)AssetBundleLoadType.LoadFromStream)
     {
         LoadBundleFromStream(task);
     }
     else if (task.LoadType == (int)AssetBundleLoadType.LoadFromStreamAsync)
     {
         SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(LoadBundleFromStreamAsync(task));
     }
     else
     {
         m_currentTaskCount -= 1;
         Debuger.LogError("loadtype 出错");
     }
 }
        private void UpdateCallback(bool isok)
        {
            IsUpdateDone = isok;
            SingletonMono <LuaManager> .GetInstance().InitStart();

            Singleton <ConfigManager.ConfigManager> .GetInstance().InitConfig();

            ChangeScence();
        }
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 /// <summary>
 /// 清理内存
 /// </summary>
 public void CleanupMemoryInterval()
 {
     if (!(Time.realtimeSinceStartup > _cleanupMemoryLastTime + CleanUpMemoryDelayTime) || !_canStartCleanupMemory)
     {
         return;
     }
     _canStartCleanupMemory = false;
     SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(CleanupMemoryAsync());
 }
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        private IEnumerator CleanupMemoryAsync()
        {
            //清理内存
            yield return(Resources.UnloadUnusedAssets());

            //清理mono
            GC.Collect();
            //清理lua
            SingletonMono <LuaManager> .GetInstance().LuaGC();

            _canStartCleanupMemory = true;
            _cleanupMemoryLastTime = Time.realtimeSinceStartup;
        }
        private void OnApplicationQuit()
        {
            Singleton <EventRouter> .GetInstance().OnDestory();

            Singleton <EventManager> .GetInstance().OnDestory();

            Singleton <TimeManager> .GetInstance().OnDestory();

            SingletonMono <LuaManager> .GetInstance().Close();

            SingletonMono <ServerManager> .GetInstance().OnDestory();

            SingletonMono <AudioManager> .GetInstance().OnDestory();
        }
        void Update()
        {
            Singleton <TimeManager> .GetInstance().OnUpdate();

            if (IsUpdateDone == false)
            {
                Singleton <UpdateManager> .GetInstance().OnUpdate();
            }
            Singleton <WindowManager> .GetInstance().OnUpdate();

            Singleton <ResourceManager> .GetInstance().OnUpdate();

            SingletonMono <AudioManager> .GetInstance().OnUpdate();

            SingletonMono <MonoHelper> .GetInstance().OnUpdate();
        }
 void FixedUpdate()
 {
     SingletonMono <MonoHelper> .GetInstance().OnFixedUpdate();
 }
Esempio n. 10
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        void LateUpdate()
        {
            Singleton <WindowManager> .GetInstance().OnLateUpdate();

            SingletonMono <MonoHelper> .GetInstance().OnLaterUpdate();
        }
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 public void LoadResourceAsync <T>(string name, Action <Object> callback) where T : Object
 {
     SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(IELoadResourceAsync <T>(name, callback));
 }