Init.cs 1.4 KB

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  1. using System;
  2. using CommandLine;
  3. using UnityEngine;
  4. namespace ET
  5. {
  6. public class Init: MonoBehaviour
  7. {
  8. private void Start()
  9. {
  10. DontDestroyOnLoad(gameObject);
  11. AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
  12. {
  13. Log.Error(e.ExceptionObject.ToString());
  14. };
  15. // 命令行参数
  16. string[] args = "".Split(" ");
  17. Parser.Default.ParseArguments<Options>(args)
  18. .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}"))
  19. .WithParsed(World.Instance.AddSingleton);
  20. Options.Instance.StartConfig = $"StartConfig/Localhost";
  21. World.Instance.AddSingleton<Logger>().ILog = new UnityLogger();
  22. ETTask.ExceptionHandler += Log.Error;
  23. World.Instance.AddSingleton<ObjectPool>();
  24. World.Instance.AddSingleton<WorldActor>();
  25. World.Instance.AddSingleton<CodeLoader>();
  26. World.Instance.AddSingleton<VProcessManager>();
  27. VProcessManager.MainThreadScheduler mainThreadScheduler = World.Instance.AddSingleton<VProcessManager.MainThreadScheduler>();
  28. int vProcessId = mainThreadScheduler.Create();
  29. // 发送消息
  30. WorldActor.Instance.Send(vProcessId, null);
  31. }
  32. private void Update()
  33. {
  34. VProcessManager.MainThreadScheduler.Instance.Update();
  35. }
  36. private void LateUpdate()
  37. {
  38. VProcessManager.MainThreadScheduler.Instance.LateUpdate();
  39. }
  40. private void OnApplicationQuit()
  41. {
  42. World.Instance.Dispose();
  43. }
  44. }
  45. }