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							- using ET;
 
- using GFGGame.Launcher;
 
- using System;
 
- using System.Threading;
 
- 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
 
-             {
 
-                 Game.EventSystem.Add(HotUpdateCodeLoader.Instance.GetTypes());
 
-                 Game.Scene.AddComponent<TimerComponent>();
 
-                 Game.Scene.AddComponent<CoroutineLockComponent>();
 
-                 Game.Scene.AddComponent<OpcodeTypeComponent>();
 
-                 Game.Scene.AddComponent<MessageDispatcherComponent>();
 
-                 Game.Scene.AddComponent<NetThreadComponent>();
 
-                 Game.Scene.AddComponent<SessionStreamDispatcher>();
 
-                 Game.Scene.AddComponent<ZoneSceneManagerComponent>();
 
-                 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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