mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
单例系统完善生命周期、支持Dispose
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@@ -1,14 +1,14 @@
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using TEngine;
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using System.Diagnostics;
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namespace GameBase
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{
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/// <summary>
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/// 通用单例。
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/// 全局对象必须继承于此。
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/// </summary>
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/// <typeparam name="T">泛型T。</typeparam>
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public class Singleton<T> where T : new()
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/// <typeparam name="T">子类类型。</typeparam>
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public abstract class Singleton<T> : ISingleton where T : Singleton<T>, new()
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{
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private static T _instance;
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protected static T _instance = default(T);
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public static T Instance
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{
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@@ -17,11 +17,43 @@ namespace GameBase
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if (null == _instance)
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{
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_instance = new T();
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Log.Assert(_instance != null);
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_instance.Init();
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SingletonSystem.Retain(_instance);
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}
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return _instance;
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}
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}
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public static bool IsValid => _instance != null;
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protected Singleton()
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{
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#if UNITY_EDITOR
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string st = new StackTrace().ToString();
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// using const string to compare simply
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if (!st.Contains("GameBase.Singleton`1[T].get_Instance"))
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{
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UnityEngine.Debug.LogError($"请必须通过Instance方法来实例化{typeof(T).FullName}类");
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}
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#endif
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}
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protected virtual void Init()
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{
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}
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public virtual void Active()
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{
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}
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public virtual void Release()
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{
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if (_instance != null)
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{
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SingletonSystem.Release(_instance);
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_instance = null;
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}
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}
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}
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}
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@@ -0,0 +1,108 @@
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using TEngine;
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using UnityEngine;
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namespace GameBase
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{
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/// <summary>
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/// 全局MonoBehavior必须继承于此
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/// </summary>
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/// <typeparam name="T">子类类型</typeparam>
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public class SingletonBehaviour<T> : MonoBehaviour where T : SingletonBehaviour<T>
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{
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private static T _instance;
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private void Awake()
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{
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if (CheckInstance())
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{
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OnLoad();
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}
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}
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private bool CheckInstance()
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{
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if (this == Instance)
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{
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return true;
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}
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Object.Destroy(gameObject);
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return false;
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}
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protected virtual void OnLoad()
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{
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}
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protected virtual void OnDestroy()
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{
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Release();
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}
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/// <summary>
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/// 判断对象是否有效
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/// </summary>
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public static bool IsValid
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{
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get
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{
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return _instance != null;
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}
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}
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public static T Active()
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{
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return Instance;
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}
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public static void Release()
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{
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if (_instance != null)
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{
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SingletonSystem.Release(_instance.gameObject);
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_instance = null;
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}
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}
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/// <summary>
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/// 实例
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/// </summary>
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public static T Instance
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{
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get
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{
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if (_instance == null)
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{
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System.Type thisType = typeof(T);
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string instName = thisType.Name;
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GameObject go = SingletonSystem.GetGameObject(instName);
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if (go == null)
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{
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go = GameObject.Find($"/{instName}");
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if (go == null)
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{
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go = new GameObject(instName);
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go.transform.position = Vector3.zero;
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}
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SingletonSystem.Retain(go);
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}
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if (go != null)
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{
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_instance = go.GetComponent<T>();
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if (_instance == null)
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{
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_instance = go.AddComponent<T>();
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}
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}
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if(_instance == null)
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{
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Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
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}
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}
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return _instance;
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: bc365e281d234e61891bf9f922a0897a
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timeCreated: 1715574965
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@@ -0,0 +1,141 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace GameBase
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{
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public interface ISingleton
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{
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/// <summary>
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/// 激活接口,通常用于在某个时机手动实例化
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/// </summary>
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void Active();
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/// <summary>
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/// 释放接口
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/// </summary>
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void Release();
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}
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/// <summary>
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/// 框架中的全局对象与Unity场景依赖相关的DontDestroyOnLoad需要统一管理,方便重启游戏时清除工作
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/// </summary>
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public static class SingletonSystem
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{
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private static List<ISingleton> _singletons;
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private static Dictionary<string, GameObject> _gameObjects;
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public static void Retain(ISingleton go)
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{
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if (_singletons == null)
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{
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_singletons = new List<ISingleton>();
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}
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_singletons.Add(go);
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}
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public static void Retain(GameObject go)
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{
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if (_gameObjects == null)
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{
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_gameObjects = new Dictionary<string, GameObject>();
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}
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if (_gameObjects.TryAdd(go.name, go))
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{
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if (Application.isPlaying)
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{
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Object.DontDestroyOnLoad(go);
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}
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}
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}
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public static void Release(GameObject go)
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{
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if (_gameObjects != null && _gameObjects.ContainsKey(go.name))
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{
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_gameObjects.Remove(go.name);
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Object.Destroy(go);
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}
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}
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public static void Release(ISingleton go)
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{
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if (_singletons != null && _singletons.Contains(go))
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{
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_singletons.Remove(go);
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}
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}
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public static void Release()
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{
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if (_gameObjects != null)
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{
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foreach (var item in _gameObjects)
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{
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Object.Destroy(item.Value);
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}
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_gameObjects.Clear();
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}
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if (_singletons != null)
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{
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for (int i = 0; i < _singletons.Count; ++i)
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{
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_singletons[i].Release();
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}
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_singletons.Clear();
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}
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Resources.UnloadUnusedAssets();
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}
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public static GameObject GetGameObject(string name)
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{
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GameObject go = null;
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if (_gameObjects != null)
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{
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_gameObjects.TryGetValue(name, out go);
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}
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return go;
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}
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internal static bool ContainsKey(string name)
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{
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if (_gameObjects != null)
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{
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return _gameObjects.ContainsKey(name);
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}
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return false;
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}
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public static void Restart()
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{
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if (Camera.main != null)
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{
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Camera.main.gameObject.SetActive(false);
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}
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Release();
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SceneManager.LoadScene(0);
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}
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internal static ISingleton GetSingleton(string name)
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{
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for (int i = 0; i < _singletons.Count; ++i)
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{
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if (_singletons[i].ToString() == name)
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{
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return _singletons[i];
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}
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}
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return null;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4ad00b596d0743a4b04591fe52087d0f
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timeCreated: 1715574577
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@@ -19,7 +19,7 @@ public partial class GameApp:Singleton<GameApp>
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_hotfixAssembly = (List<Assembly>)objects[0];
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Log.Warning("======= 看到此条日志代表你成功运行了热更新代码 =======");
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Log.Warning("======= Entrance GameApp =======");
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Instance.Init();
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Instance.Active();
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Instance.Start();
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Utility.Unity.AddUpdateListener(Instance.Update);
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Utility.Unity.AddFixedUpdateListener(Instance.FixedUpdate);
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@@ -60,8 +60,9 @@ public partial class GameApp:Singleton<GameApp>
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Utility.Unity.RemoveDestroyListener(Instance.OnDestroy);
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Utility.Unity.RemoveOnDrawGizmosListener(Instance.OnDrawGizmos);
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Utility.Unity.RemoveOnApplicationPauseListener(Instance.OnApplicationPause);
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return;
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}
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SingletonSystem.Release();
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}
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private void Start()
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@@ -7,7 +7,7 @@ public partial class GameApp
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{
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private List<ILogicSys> _listLogicMgr;
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private void Init()
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public override void Active()
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{
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CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
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EventInterfaceHelper.Init();
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