using UnityEngine; using UnityEngine.Rendering; using XGame.Framework.Asset; namespace XGame.Framework { internal class Launch : MonoBehaviour { private bool _isDispose = false; private FrameworkController _controller; private IGameLogicProxy _gameLogic; private void Awake() { } private void Start() { _controller = new FrameworkController(); _controller.Init(IsDestroy); _gameLogic = GameLogicCreator.Create(); _gameLogic.Start(); } private int _elapseUpdate = 0; private void Update() { AppManager.FrameCount++; try { var elapse = _controller.Update(); if (_isDispose) return; _elapseUpdate += elapse; if (OnDemandRendering.willCurrentFrameRender) { _gameLogic?.Update(_elapseUpdate); _elapseUpdate = 0; } } catch (System.Exception ex) { Debug.LogException(ex); } } private int _elapseLateUpdate = 0; private void LateUpdate() { if (_isDispose) return; try { var elapse = _controller.LateUpdate(); _elapseLateUpdate += elapse; if (OnDemandRendering.willCurrentFrameRender) { _gameLogic?.LateUpdate(_elapseLateUpdate); _elapseLateUpdate = 0; } } catch (System.Exception ex) { Debug.LogException(ex); } } private void OnDestroy() { //Debug.Log($"Launch OnDestroy."); Dispose(); } private void OnApplicationQuit() { try { //Debug.Log($"Launch OnApplicationQuit."); Dispose(); AppManager.Dispose(); AssetManager.Dispose(); Log.Dispose(); } catch (System.Exception ex) { Debug.LogException(ex); } } internal void Dispose() { if (!_isDispose) { _isDispose = true; _gameLogic?.Dispose(); _gameLogic = null; _controller.Dispose(); _controller = null; } } private bool IsDestroy() { return _isDispose; } } }