using System; using CommandLine; using UnityEngine; namespace ET { public class Init: MonoBehaviour { private void Awake() { #if UNITY_STANDALONE_WIN Screen.SetResolution(675, 1080, false); #endif #if UNITY_EDITOR //Editor模式下去掉debug浮窗插件 var debugObj = GameObject.Find("IngameDebugConsole"); if (debugObj != null) { GameObject.Destroy(debugObj); } var globalConfig = Resources.Load("GlobalConfig"); if (globalConfig.PlayMode != YooAsset.YooAssets.EPlayMode.EditorSimulateMode) { var window = UnityEditor.EditorWindow.GetWindow(typeof(UnityEditor.EditorWindow), true, "Game"); if(window != null) { window.ShowNotification(new GUIContent($"PlayMode is {globalConfig.PlayMode}"), 5); } return; } #endif DontDestroyOnLoad(gameObject); //登陆过程限定帧率为30fps Application.targetFrameRate = (int)FPS.Login; AppDomain.CurrentDomain.UnhandledException += (sender, e) => { Log.Error(e.ExceptionObject.ToString()); }; Game.AddSingleton(); // 命令行参数 string[] args = "".Split(" "); Parser.Default.ParseArguments(args) .WithNotParsed(error => throw new Exception($"命令行格式错误! {error}")) .WithParsed(Game.AddSingleton); Game.AddSingleton(); Game.AddSingleton().ILog = new UnityLogger(); Game.AddSingleton(); Game.AddSingleton(); Game.AddSingleton(); Game.AddSingleton(); Game.AddSingleton(); ETTask.ExceptionHandler += Log.Error; Game.AddSingleton().Start(); } private void Update() { Game.Update((int)(Time.deltaTime * 1000)); } private void LateUpdate() { Game.LateUpdate(); Game.FrameFinishUpdate(); } private void OnApplicationQuit() { Game.Close(); } } }