using System; using System.Threading.Tasks; using CommandLine; using UnityEngine; namespace ET { public class Init: MonoBehaviour { private Process process; private void Start() { DontDestroyOnLoad(gameObject); AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); }; // 命令行参数 string[] args = "".Split(" "); Parser.Default.ParseArguments(args) .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}")) .WithParsed(Game.Instance.AddSingleton); Game.Instance.AddSingleton().ILog = new UnityLogger(); process = Game.Instance.Create(false); process.AddSingleton(); process.AddSingleton(); Options.Instance.StartConfig = $"StartConfig/Localhost"; process.AddSingleton(); process.AddSingleton(); process.AddSingleton(); process.AddSingleton(); process.AddSingleton(); process.AddSingleton(); ETTask.ExceptionHandler += Log.Error; process.AddSingleton().Start(); Task.Run(() => { while (true) { Game.Instance.Loop(); } }); } private void Update() { process.Update(); } private void LateUpdate() { process.LateUpdate(); process.FrameFinishUpdate(); } private void OnApplicationQuit() { this.process.Dispose(); } } }