AppStart_Init.cs 1.7 KB

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  1. namespace ET
  2. {
  3. public class AppStart_Init: AEvent<EventType.AppStart>
  4. {
  5. public override async ETTask Run(EventType.AppStart args)
  6. {
  7. Game.Scene.AddComponent<ConfigComponent>();
  8. Options options = Game.Scene.GetComponent<Options>();
  9. StartProcessConfig processConfig = StartProcessConfigCategory.Instance.Get(options.Process);
  10. Game.Scene.AddComponent<TimerComponent>();
  11. Game.Scene.AddComponent<OpcodeTypeComponent>();
  12. Game.Scene.AddComponent<MessageDispatcherComponent>();
  13. Game.Scene.AddComponent<CoroutineLockComponent>();
  14. // 发送普通actor消息
  15. Game.Scene.AddComponent<ActorMessageSenderComponent>();
  16. // 发送location actor消息
  17. Game.Scene.AddComponent<ActorLocationSenderComponent>();
  18. // 访问location server的组件
  19. Game.Scene.AddComponent<LocationProxyComponent>();
  20. Game.Scene.AddComponent<ActorMessageDispatcherComponent>();
  21. // 数值订阅组件
  22. Game.Scene.AddComponent<NumericWatcherComponent>();
  23. // 控制台组件
  24. Game.Scene.AddComponent<ConsoleComponent>();
  25. Game.Scene.AddComponent<NetInnerComponent, string>(processConfig.InnerAddress);
  26. var processScenes = StartSceneConfigCategory.Instance.GetByProcess(IdGenerater.Process);
  27. foreach (StartSceneConfig startConfig in processScenes)
  28. {
  29. await SceneFactory.Create(Game.Scene, startConfig.SceneId, startConfig.Zone, startConfig.Name, startConfig.Type, startConfig);
  30. }
  31. }
  32. }
  33. }