mirror of
https://github.com/Alex-Rachel/TEngine.git
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Update
Update
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@@ -11,9 +11,9 @@ namespace TEngine
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public struct OnAppClosed { }
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public struct OnAppClosed { }
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public static class ApplicationContext
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public static class GameContext
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{
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{
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public static void Initialize()
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public static void Init()
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{
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{
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// 设置默认的线程的同步上下文
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// 设置默认的线程的同步上下文
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SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Main);
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SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Main);
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@@ -4,16 +4,16 @@ using UnityEngine;
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namespace TEngine
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namespace TEngine
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{
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{
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public class GameAppEntry : MonoBehaviour
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public class GameSystem : MonoBehaviour
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{
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{
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/// <summary>
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/// <summary>
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/// 初始化框架
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/// 初始化框架。
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/// </summary>
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/// </summary>
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public static Scene Initialize()
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public static Scene Init()
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{
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{
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// 初始化框架
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// 初始化框架
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ApplicationContext.Initialize();
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GameContext.Init();
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new GameObject("[TEngine.Unity]").AddComponent<GameAppEntry>();
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new GameObject("[TEngine.Unity]").AddComponent<GameSystem>();
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// 框架需要一个Scene来驱动、所以要创建一个Scene、后面所有的框架都会在这个Scene下
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// 框架需要一个Scene来驱动、所以要创建一个Scene、后面所有的框架都会在这个Scene下
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// 也就是把这个Scene给卸载掉、框架的东西都会清除掉
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// 也就是把这个Scene给卸载掉、框架的东西都会清除掉
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return Scene.Create("Unity");
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return Scene.Create("Unity");
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@@ -33,7 +33,7 @@ namespace TEngine
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private void OnApplicationQuit()
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private void OnApplicationQuit()
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{
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{
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EventSystem.Instance?.Publish(new OnAppClosed());
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EventSystem.Instance?.Publish(new OnAppClosed());
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ApplicationContext.Close();
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GameContext.Close();
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}
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}
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}
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}
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}
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}
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