/// <summary> /// 初始化Logic层 /// </summary> /// <param name="initialize">初始化/反初始化</param> public static void InitLogic(bool initialize) { if (initialize) { //街机输入初始化 ArcadeInputService.GetInstance(); //模块初始化 ModuleService.GetInstance(); //注册C# 游戏模块 ModuleService.GetInstance().Create <LaunchModule, UILaunchMediator>(); ModuleService.GetInstance().Create <RegisterModule, UIRegisterMediator>(); ModuleService.GetInstance().Create <UpdateModule, UIUpdateMediator>(); } else { UGUIRoot.DestroyInstance(); ModuleService.DestroyInstance(); LuaService.DestroyInstance(); } }
/// <summary> /// 初始化框架层 /// </summary> /// <param name="initialize">初始化/反初始化</param> public static void InitFramework(bool initialize) { if (initialize) { NativeService.GetInstance(); IFSService.GetInstance(); AssetService.GetInstance(); ScheduleService.GetInstance(); EventService.GetInstance(); StateService.GetInstance(); HttpService.GetInstance(); UGUIRoot.GetInstance(); UIStateService.GetInstance(); SceneService.GetInstance(); UICommonService.GetInstance(); AudioService.GetInstance(); QualityService.GetInstance(); NetworkService.GetInstance(); NetAssetService.GetInstance(); } else { IFSService.DestroyInstance(); EventService.DestroyInstance(); StateService.DestroyInstance(); HttpService.DestroyInstance(); UIStateService.DestroyInstance(); SceneService.DestroyInstance(); UICommonService.DestroyInstance(); UGUIRoot.DestroyInstance(); AudioService.DestroyInstance(); NetworkService.DestroyInstance(); NativeService.DestroyInstance(); NetAssetService.DestroyInstance(); QualityService.DestroyInstance(); //最后 ScheduleService.DestroyInstance(); AssetService.GetInstance().Destroy(); AssetService.DestroyInstance(); } }