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- 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;
- }
- }
- }
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