Init.cs 1.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657
  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<IdValueGenerater>();
  24. World.Instance.AddSingleton<ObjectPool>();
  25. World.Instance.AddSingleton<WorldActor>();
  26. World.Instance.AddSingleton<CodeLoader>();
  27. World.Instance.AddSingleton<VProcessManager>();
  28. VProcessManager.MainThreadScheduler mainThreadScheduler = World.Instance.AddSingleton<VProcessManager.MainThreadScheduler>();
  29. int vProcessId = mainThreadScheduler.Create();
  30. // 发送消息
  31. WorldActor.Instance.Send(vProcessId, null);
  32. }
  33. private void Update()
  34. {
  35. VProcessManager.MainThreadScheduler.Instance.Update();
  36. }
  37. private void LateUpdate()
  38. {
  39. VProcessManager.MainThreadScheduler.Instance.LateUpdate();
  40. }
  41. private void OnApplicationQuit()
  42. {
  43. World.Instance.Dispose();
  44. }
  45. }
  46. }