1.重名所有App级模块为Service 2.移除Module中心 移除SingletonManager 3.引入Service Scope Context概念 避免上下文Manager到处引用 4.修复部分bug
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using System;
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using AlicizaX.Debugger.Runtime;
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using AlicizaX.Localization.Runtime;
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using AlicizaX.Resource.Runtime;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace AlicizaX
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{
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public class ModuleDynamicBind : MonoBehaviour
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{
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[FormerlySerializedAs("_resourceServiceBehaviour")] [SerializeField] private ResourceComponent resourceComponent;
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[FormerlySerializedAs("_debuggerServiceBehaviour")] [SerializeField] private DebuggerComponent debuggerComponent;
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[FormerlySerializedAs("_localizationServiceBehaviour")] [SerializeField] private LocalizationComponent localizationComponent;
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private ModuleDynamicBindInfo _dynamicBindInfo;
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private void OnValidate()
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{
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resourceComponent = GetComponentInChildren<ResourceComponent>();
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debuggerComponent = GetComponentInChildren<DebuggerComponent>();
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localizationComponent = GetComponentInChildren<LocalizationComponent>();
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}
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private void Awake()
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{
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if (Application.isEditor) return;
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TextAsset text = Resources.Load<TextAsset>("ModuleDynamicBindInfo");
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_dynamicBindInfo = Utility.Json.ToObject<ModuleDynamicBindInfo>(text.text);
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if (resourceComponent != null)
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{
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resourceComponent.SetPlayMode(_dynamicBindInfo.ResMode);
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resourceComponent.SetDecryptionServices(_dynamicBindInfo.DecryptionServices);
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}
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if (debuggerComponent != null)
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{
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debuggerComponent.SetActiveMode(_dynamicBindInfo.DebuggerActiveWindowType);
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}
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if (localizationComponent != null)
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{
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localizationComponent.SetLanguage(_dynamicBindInfo.Language);
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}
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}
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}
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public struct ModuleDynamicBindInfo
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{
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public DebuggerActiveWindowType DebuggerActiveWindowType;
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public int ResMode;
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public string Language;
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public string DecryptionServices;
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}
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}
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