private void Start() { try { if (Application.unityVersion != "2017.1.0p5") { Log.Error("请使用Unity2017.1.0p5版本"); return; } DontDestroyOnLoad(gameObject); Instance = this; ObjectEvents.Instance.Add("Model", typeof(Init).Assembly); #if ILRuntime Log.Debug("run in ilruntime mode"); this.AppDomain = new ILRuntime.Runtime.Enviorment.AppDomain(); DllHelper.LoadHotfixAssembly(); ILHelper.InitILRuntime(); this.start = new ILStaticMethod("Hotfix.Init", "Start", 0); this.update = new ILStaticMethod("Hotfix.Init", "Update", 0); this.lateUpdate = new ILStaticMethod("Hotfix.Init", "LateUpdate", 0); this.onApplicationQuit = new ILStaticMethod("Hotfix.Init", "OnApplicationQuit", 0); #else Log.Debug("run in mono mode"); ObjectEvents.Instance.HotfixAssembly = DllHelper.LoadHotfixAssembly(); Type hotfixInit = ObjectEvents.Instance.HotfixAssembly.GetType("Hotfix.Init"); this.start = new MonoStaticMethod(hotfixInit, "Start"); this.update = new MonoStaticMethod(hotfixInit, "Update"); this.lateUpdate = new MonoStaticMethod(hotfixInit, "LateUpdate"); this.onApplicationQuit = new MonoStaticMethod(hotfixInit, "OnApplicationQuit"); #endif // 进入热更新层 this.start.Run(); } catch (Exception e) { Log.Error(e.ToString()); } }
private async void Start() { try { if (Application.unityVersion != "2017.1.0p5") { Log.Error("请使用Unity2017.1.0p5版本"); } DontDestroyOnLoad(gameObject); Instance = this; Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly); Game.Scene.AddComponent <GlobalConfigComponent>(); Game.Scene.AddComponent <OpcodeTypeComponent>(); Game.Scene.AddComponent <NetOuterComponent>(); Game.Scene.AddComponent <ResourcesComponent>(); Game.Scene.AddComponent <BehaviorTreeComponent>(); Game.Scene.AddComponent <PlayerComponent>(); Game.Scene.AddComponent <UnitComponent>(); Game.Scene.AddComponent <ClientFrameComponent>(); Game.Scene.AddComponent <UIComponent>(); // 下载ab包 await BundleHelper.DownloadBundle(); // 加载配置 Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d"); Game.Scene.AddComponent <ConfigComponent>(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d"); Game.Scene.AddComponent <MessageDispatherComponent>(); #if ILRuntime Log.Debug("run in ilruntime mode"); this.AppDomain = new ILRuntime.Runtime.Enviorment.AppDomain(); Game.Scene.GetComponent <ResourcesComponent>().LoadBundle($"code.unity3d"); Game.EventSystem.LoadHotfixDll(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle($"code.unity3d"); ILHelper.InitILRuntime(); this.start = new ILStaticMethod("Hotfix.Init", "Start", 0); this.update = new ILStaticMethod("Hotfix.Init", "Update", 0); this.lateUpdate = new ILStaticMethod("Hotfix.Init", "LateUpdate", 0); this.onApplicationQuit = new ILStaticMethod("Hotfix.Init", "OnApplicationQuit", 0); #else Log.Debug("run in mono mode"); Game.Scene.GetComponent <ResourcesComponent>().LoadBundle($"code.unity3d"); Game.EventSystem.LoadHotfixDll(); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle($"code.unity3d"); Type hotfixInit = Game.EventSystem.HotfixAssembly.GetType("Hotfix.Init"); this.start = new MonoStaticMethod(hotfixInit, "Start"); this.update = new MonoStaticMethod(hotfixInit, "Update"); this.lateUpdate = new MonoStaticMethod(hotfixInit, "LateUpdate"); this.onApplicationQuit = new MonoStaticMethod(hotfixInit, "OnApplicationQuit"); #endif // 进入热更新层 this.start.Run(); Game.EventSystem.Run(EventIdType.InitSceneStart); } catch (Exception e) { Log.Error(e.ToString()); } }