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- using ET;
- using GFGGame.Launcher;
- using System;
- using System.Threading;
- using UnityEngine;
- namespace GFGGame
- {
- public class ETManager : SingletonMonoBase<ETManager>
- {
- public void Init()
- {
- AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); };
- SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
- ETTask.ExceptionHandler += Log.Error;
- Log.ILog = new UnityLogger();
- Options.Instance = new Options();
- TimeInfo.Instance.TimeZone = 8;
- try
- {
- Debug.Log($"正在初始化HotUpdateCodeLoaderHotUpdate");
- Game.EventSystem.Add(HotUpdateCodeLoaderHotUpdate.Instance.GetAllTypes());
- Debug.Log($"正在初始化 TimerComponent");
- Game.Scene.AddComponent<TimerComponent>();
- Debug.Log($"正在初始化 CoroutineLockComponent");
- Game.Scene.AddComponent<CoroutineLockComponent>();
- Debug.Log($"正在初始化 OpcodeTypeComponent");
- Game.Scene.AddComponent<OpcodeTypeComponent>();
- Debug.Log($"正在初始化 MessageDispatcherComponent");
- Game.Scene.AddComponent<MessageDispatcherComponent>();
- Debug.Log($"正在初始化 NetThreadComponent");
- Game.Scene.AddComponent<NetThreadComponent>();
- Debug.Log($"正在初始化 SessionStreamDispatcher");
- Game.Scene.AddComponent<SessionStreamDispatcher>();
- Debug.Log($"正在初始化 ZoneSceneManagerComponent");
- Game.Scene.AddComponent<ZoneSceneManagerComponent>();
- Debug.Log($"正在初始化 NumericWatcherComponent");
- Game.Scene.AddComponent<NumericWatcherComponent>();
- GameGlobal.zoneScene = SceneFactory.CreateZoneScene(1, "Game", Game.Scene);
- }
- catch (Exception e)
- {
- Log.Error(e);
- }
- }
- private void Update()
- {
- Game.Update();
- }
- private void LateUpdate()
- {
- Game.LateUpdate();
- }
- private void OnApplicationQuit()
- {
- //退出进程被杀掉了,暂不执行
- //Game.Close();
- }
- }
- }
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