コード例 #1
0
        /// <summary>
        /// ILR状态下初始化Type
        /// </summary>
        public void TypeIlrInit()
        {
            List <Type> attributeTypes = HotfixHelper.GetIlrAttributeTypes(allAssembliesTypes);

            foreach (Type attType in attributeTypes)
            {
                foreach (Type type in allAssembliesTypes)
                {
                    if (type.IsAbstract)
                    {
                        continue;
                    }

                    object[] objects = type.GetCustomAttributes(attType, true);
                    if (objects.Length == 0)
                    {
                        continue;
                    }

                    foreach (BaseAttribute baseAttribute in objects)
                    {
                        this.types.Add(baseAttribute.AttributeType, type);
                    }
                }
            }
        }
コード例 #2
0
ファイル: InitEntry.cs プロジェクト: wqaetly/ET
        public static void Start()
        {
            try
            {
                Log.Info("初始化EventSystem");
                {
                    List <Type> types = new List <Type>();
                    types.AddRange(HotfixHelper.GetAssemblyTypes());
                    Game.EventSystem.AddRangeType(types);
                    if (GlobalDefine.ILRuntimeMode)
                    {
                        Game.EventSystem.TypeIlrInit();
                    }
                    else
                    {
                        Game.EventSystem.TypeMonoInit();
                    }
                    Game.EventSystem.EventSystemInit();
                }
                ProtobufHelper.Init();

                GlobalDefine.Options = new Options();

                Game.EventSystem.Publish(new EventType.AppStart()).Coroutine();
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #3
0
        private async ETVoid InternalAwake()
        {
            try
            {
                // 设置全局模式
                GlobalDefine.ILRuntimeMode = this.ILRuntimeMode;
                GlobalDefine.DevelopMode   = this.DevelopMode;
                GlobalDefine.SetLoginAddress(LoginAddress);

                // 限制帧率,尽量避免手机发烫
                QualitySettings.vSyncCount  = 0;
                Application.targetFrameRate = 60;

                SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);

                DontDestroyOnLoad(gameObject);

                // 初始化FGUI系统
                FUIEntry.Init();

                Updater updater = this.GetComponent <Updater>();
                m_XAssetUpdater = new XAssetUpdater(updater);

                FUI_CheckForResUpdateComponent.Init(m_XAssetUpdater.Updater);

                await m_XAssetUpdater.StartUpdate();

                byte[] dllByte = XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetHotfixDllPath("Hotfix"))
                                 .bytes;
                byte[] pdbByte = XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetHotfixPdbPath("Hotfix"))
                                 .bytes;

                HotfixHelper.GoToHotfix(dllByte, pdbByte);

                GloabLifeCycle.StartAction?.Invoke();
            }
            catch (Exception e)
            {
                Log.Error(e);
                throw;
            }
        }