mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
@@ -35,9 +35,12 @@ namespace GameBase
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}
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}
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protected virtual void OnDestroy()
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protected virtual void OnDestroy()
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{
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if (this == _instance)
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{
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{
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Release();
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Release();
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}
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}
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}
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/// <summary>
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/// <summary>
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/// 判断对象是否有效
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/// 判断对象是否有效
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@@ -96,7 +99,7 @@ namespace GameBase
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}
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}
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}
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}
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if(_instance == null)
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if (_instance == null)
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{
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{
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Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
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Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
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}
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}
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@@ -3,7 +3,7 @@ using GameLogic;
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using TEngine;
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using TEngine;
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using UnityEngine;
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using UnityEngine;
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public partial class GameApp
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public partial class GameApp : Singleton<GameApp>
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{
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{
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private List<ILogicSys> _listLogicMgr;
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private List<ILogicSys> _listLogicMgr;
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@@ -9,6 +9,7 @@ using UnityEngine;
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using TEngine;
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using TEngine;
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using System.Reflection;
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using System.Reflection;
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using YooAsset;
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using YooAsset;
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using Cysharp.Threading.Tasks;
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namespace GameMain
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namespace GameMain
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{
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{
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@@ -38,6 +39,12 @@ namespace GameMain
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base.OnEnter(procedureOwner);
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base.OnEnter(procedureOwner);
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Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
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Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
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m_procedureOwner = procedureOwner;
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m_procedureOwner = procedureOwner;
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LoadAssembly().Forget();
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}
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private async UniTaskVoid LoadAssembly()
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{
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m_LoadAssemblyComplete = false;
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m_LoadAssemblyComplete = false;
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m_HotfixAssemblys = new List<Assembly>();
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m_HotfixAssemblys = new List<Assembly>();
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@@ -78,7 +85,8 @@ namespace GameMain
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Log.Debug($"LoadAsset: [ {assetLocation} ]");
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Log.Debug($"LoadAsset: [ {assetLocation} ]");
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m_LoadAssetCount++;
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m_LoadAssetCount++;
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GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
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var result = await GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation);
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LoadAssetSuccess(result);
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}
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}
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m_LoadAssemblyWait = true;
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m_LoadAssemblyWait = true;
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@@ -235,7 +243,7 @@ namespace GameMain
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Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
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Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
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m_LoadMetadataAssetCount++;
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m_LoadMetadataAssetCount++;
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GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
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GameModule.Resource.LoadAsset<TextAsset>(assetLocation, LoadMetadataAssetSuccess);
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}
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}
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m_LoadMetadataAssemblyWait = true;
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m_LoadMetadataAssemblyWait = true;
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}
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}
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