using System.Threading;
using UnityEngine;
using XGame.Framework.Asyncs;
using XGame.Framework.ThreadScheduler;
namespace XGame.Framework
{
public partial class AppManager
{
private static IAppManager _instance;
private static IAppManager Instance => _instance ?? (_instance = new AppManager());
///
/// 客户端当前帧数(非线程安全) 注意: 热重启不会归零
///
public static long FrameCount { get; internal set; }
///
/// 主线程ID
///
public static readonly int MainThreadId = Thread.CurrentThread.ManagedThreadId;
///
/// 根节点
///
public static Transform Root => _instance?.Root;
internal static string GameLogicTypeName;
internal static bool IsSessionDebug;
internal static void Initialize()
{
Instance.Restart();
}
internal static void Dispose()
{
_instance = null;
}
///
/// 启动
///
static public void Start()
{
_instance?.Start();
}
///
/// 关闭
///
///
static public IAsync Close()
{
AsyncGroup group = new AsyncGroup();
FrameworkSchedulers.RunOnMainThread(() =>
{
var closeAsync = _instance?.Close();
closeAsync?.Join(group);
group.End();
});
return group;
}
///
/// 重启
///
///
static public IAsync Restart()
{
AsyncGroup group = new AsyncGroup();
FrameworkSchedulers.RunOnMainThread(() =>
{
var restartAsync = _instance?.Restart();
restartAsync?.Join(group);
group.End();
});
return group;
}
///
/// 退出游戏
///
static public void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
UnityEngine.Application.Quit();
#endif
}
}
}