220 lines
5.3 KiB
C#
220 lines
5.3 KiB
C#
|
using System;
|
|||
|
using AlicizaX.ObjectPool;
|
|||
|
using Cysharp.Threading.Tasks;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace AlicizaX.Runtime
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// 基础组件。
|
|||
|
/// </summary>
|
|||
|
[DisallowMultipleComponent]
|
|||
|
[UnityEngine.Scripting.Preserve]
|
|||
|
public sealed class RootModule : MonoBehaviour
|
|||
|
{
|
|||
|
private static RootModule _instance = null;
|
|||
|
|
|||
|
public static RootModule Instance
|
|||
|
{
|
|||
|
get
|
|||
|
{
|
|||
|
if (_instance == null)
|
|||
|
{
|
|||
|
_instance = FindObjectOfType<RootModule>();
|
|||
|
}
|
|||
|
|
|||
|
return _instance;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private const int DEFAULT_DPI = 96;
|
|||
|
|
|||
|
private float _gameSpeedBeforePause = 1f;
|
|||
|
|
|||
|
[SerializeField] private int frameRate = 120;
|
|||
|
|
|||
|
[SerializeField] private float gameSpeed = 1f;
|
|||
|
|
|||
|
[SerializeField] private bool runInBackground = true;
|
|||
|
|
|||
|
[SerializeField] private bool neverSleep = true;
|
|||
|
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取或设置游戏帧率。
|
|||
|
/// </summary>
|
|||
|
public int FrameRate
|
|||
|
{
|
|||
|
get => frameRate;
|
|||
|
set => Application.targetFrameRate = frameRate = value;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取或设置游戏速度。
|
|||
|
/// </summary>
|
|||
|
public float GameSpeed
|
|||
|
{
|
|||
|
get => gameSpeed;
|
|||
|
set => Time.timeScale = gameSpeed = value >= 0f ? value : 0f;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取游戏是否暂停。
|
|||
|
/// </summary>
|
|||
|
public bool IsGamePaused => gameSpeed <= 0f;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取是否正常游戏速度。
|
|||
|
/// </summary>
|
|||
|
public bool IsNormalGameSpeed => Math.Abs(gameSpeed - 1f) < 0.01f;
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取或设置是否允许后台运行。
|
|||
|
/// </summary>
|
|||
|
public bool RunInBackground
|
|||
|
{
|
|||
|
get => runInBackground;
|
|||
|
set => Application.runInBackground = runInBackground = value;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取或设置是否禁止休眠。
|
|||
|
/// </summary>
|
|||
|
public bool NeverSleep
|
|||
|
{
|
|||
|
get => neverSleep;
|
|||
|
set
|
|||
|
{
|
|||
|
neverSleep = value;
|
|||
|
Screen.sleepTimeout = value ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 暂停游戏。
|
|||
|
/// </summary>
|
|||
|
public void PauseGame()
|
|||
|
{
|
|||
|
if (IsGamePaused)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
_gameSpeedBeforePause = GameSpeed;
|
|||
|
GameSpeed = 0f;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 恢复游戏。
|
|||
|
/// </summary>
|
|||
|
public void ResumeGame()
|
|||
|
{
|
|||
|
if (!IsGamePaused)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
GameSpeed = _gameSpeedBeforePause;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 重置为正常游戏速度。
|
|||
|
/// </summary>
|
|||
|
public void ResetNormalGameSpeed()
|
|||
|
{
|
|||
|
if (IsNormalGameSpeed)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
GameSpeed = 1f;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 游戏框架组件初始化。
|
|||
|
/// </summary>
|
|||
|
private void Awake()
|
|||
|
{
|
|||
|
_instance = this;
|
|||
|
DontDestroyOnLoad(this);
|
|||
|
|
|||
|
Utility.Unity.MakeEntity(transform);
|
|||
|
|
|||
|
Log.Info("Game Version: {0}, Unity Version: {1}", AppVersion.GameVersion, Application.unityVersion);
|
|||
|
|
|||
|
Utility.Converter.ScreenDpi = Screen.dpi;
|
|||
|
if (Utility.Converter.ScreenDpi <= 0)
|
|||
|
{
|
|||
|
Utility.Converter.ScreenDpi = DEFAULT_DPI;
|
|||
|
}
|
|||
|
|
|||
|
Application.targetFrameRate = frameRate;
|
|||
|
Time.timeScale = gameSpeed;
|
|||
|
Application.runInBackground = runInBackground;
|
|||
|
Screen.sleepTimeout = neverSleep ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
|
|||
|
|
|||
|
Application.lowMemory += OnLowMemory;
|
|||
|
}
|
|||
|
|
|||
|
private void OnApplicationQuit()
|
|||
|
{
|
|||
|
Application.lowMemory -= OnLowMemory;
|
|||
|
StopAllCoroutines();
|
|||
|
Shutdown();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
internal void Shutdown()
|
|||
|
{
|
|||
|
Destroy(gameObject);
|
|||
|
Utility.Unity.Shutdown();
|
|||
|
MemoryPool.ClearAll();
|
|||
|
Utility.Marshal.FreeCachedHGlobal();
|
|||
|
}
|
|||
|
|
|||
|
private void Update()
|
|||
|
{
|
|||
|
ModuleSystem.UpdateExecuteList(Time.deltaTime, Time.unscaledDeltaTime);
|
|||
|
}
|
|||
|
|
|||
|
private void LateUpdate()
|
|||
|
{
|
|||
|
ModuleSystem.UpdateLateExecuteList();
|
|||
|
}
|
|||
|
|
|||
|
private void FixedUpdate()
|
|||
|
{
|
|||
|
ModuleSystem.UpdateFixedExecuteList();
|
|||
|
}
|
|||
|
|
|||
|
private void OnDrawGizmos()
|
|||
|
{
|
|||
|
ModuleSystem.UpdateGizmosExecuteList();
|
|||
|
}
|
|||
|
|
|||
|
private void OnGUI()
|
|||
|
{
|
|||
|
ModuleSystem.UpdateGUIExecuteList();
|
|||
|
}
|
|||
|
|
|||
|
private async void OnDestroy()
|
|||
|
{
|
|||
|
await UniTask.Yield();
|
|||
|
ModuleSystem.Dispose();
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
private void OnLowMemory()
|
|||
|
{
|
|||
|
Log.Warning("Low memory reported...");
|
|||
|
|
|||
|
IObjectPoolModule objectPoolModule = ModuleSystem.GetModule<IObjectPoolModule>();
|
|||
|
if (objectPoolModule != null)
|
|||
|
{
|
|||
|
objectPoolModule.ReleaseAllUnused();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|