Update
This commit is contained in:
ALEXTANG
2023-07-13 19:40:12 +08:00
parent 79dc302f14
commit 0c51ae7bdd
4 changed files with 8 additions and 8 deletions

View File

@@ -11,9 +11,9 @@ namespace TEngine
public struct OnAppClosed { } public struct OnAppClosed { }
public static class ApplicationContext public static class GameContext
{ {
public static void Initialize() public static void Init()
{ {
// 设置默认的线程的同步上下文 // 设置默认的线程的同步上下文
SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Main); SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Main);

View File

@@ -4,16 +4,16 @@ using UnityEngine;
namespace TEngine namespace TEngine
{ {
public class GameAppEntry : MonoBehaviour public class GameSystem : MonoBehaviour
{ {
/// <summary> /// <summary>
/// 初始化框架 /// 初始化框架
/// </summary> /// </summary>
public static Scene Initialize() public static Scene Init()
{ {
// 初始化框架 // 初始化框架
ApplicationContext.Initialize(); GameContext.Init();
new GameObject("[TEngine.Unity]").AddComponent<GameAppEntry>(); new GameObject("[TEngine.Unity]").AddComponent<GameSystem>();
// 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 // 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
// 也就是把这个Scene给卸载掉、框架的东西都会清除掉 // 也就是把这个Scene给卸载掉、框架的东西都会清除掉
return Scene.Create("Unity"); return Scene.Create("Unity");
@@ -33,7 +33,7 @@ namespace TEngine
private void OnApplicationQuit() private void OnApplicationQuit()
{ {
EventSystem.Instance?.Publish(new OnAppClosed()); EventSystem.Instance?.Publish(new OnAppClosed());
ApplicationContext.Close(); GameContext.Close();
} }
} }
} }