NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/GameWrapper/Main.cs

123 lines
3.1 KiB
C#

using PhxhSDK;
using PhxhSDK.AOT;
using PhxhSDK.AOT.Aspect;
using System;
using System.Reflection;
using UnityEngine;
namespace Gameplay
{
public class Main : SingletonMono<Main>
{
private const string GAME_TYPE_NAME = "MyGame, GamePlay";
private BaseGame _game;
private float _lastSecondUpdate;
private float _lastTenthSecondUpdate;
private float _lastTenSecondsUpdate;
public bool isInited
{
get;
private set;
}
private void _InitGame()
{
SDKManager.GetSingleton().InitEarly();
Type type = Type.GetType(GAME_TYPE_NAME);
if (null == type)
{
Debug.LogError($"{GAME_TYPE_NAME} Type found");
return;
}
_game = Activator.CreateInstance(type) as BaseGame;
if (_game == null)
{
DebugUtil.LogError("PhxhSDK.Main: no game instance created");
}
SDKManager.GetSingleton().Init();
_game.Init();
_game.Start();
}
private async void _InitAsync()
{
isInited = false;
#if USE_YOO
await YooAssetHelper.Init();
#endif
isInited = true;
_InitGame();
}
private void Awake()
{
if (null == AspectManager.Instance)
gameObject.AddComponent<AspectManager>();
}
private void Start()
{
#if DEBUG || DEVELOPMENT_BUILD
Debug.unityLogger.logEnabled = true;
#else
Debug.unityLogger.logEnabled = false;
#endif
_lastSecondUpdate = Time.time;
_lastTenthSecondUpdate = Time.time;
_lastTenSecondsUpdate = Time.time;
_InitAsync();
}
private void Update()
{
if (!isInited)
return;
float currentTime = Time.time;
// 每秒更新
if (currentTime - _lastSecondUpdate >= 1.0f)
{
_game.UpdatePerSecond(currentTime - _lastSecondUpdate);
_lastSecondUpdate = currentTime;
}
// 每0.1秒更新
if (currentTime - _lastTenthSecondUpdate >= 0.1f)
{
_game.UpdatePerTenthSecond(currentTime - _lastTenthSecondUpdate);
_lastTenthSecondUpdate = currentTime;
}
// 每10秒更新
if (currentTime - _lastTenSecondsUpdate >= 10.0f)
{
_game.UpdatePerTenSeconds(currentTime - _lastTenSecondsUpdate);
_lastTenSecondsUpdate = currentTime;
}
_game.Update(Time.deltaTime);
SDKManager.Instance.Update();
}
private void OnApplicationPause(bool pauseStatus)
{
if (!isInited)
return;
_game.OnApplicationPause(pauseStatus);
}
private void OnDestroy()
{
_game.Release();
SDKManager.Instance.Release();
}
}
}