结构大修改,改成朴实无华的结构,不过度架构。能跑就行

This commit is contained in:
2025-12-23 00:09:39 +08:00
parent 384f11f620
commit 3d14085920
2837 changed files with 149714 additions and 1100 deletions

View File

@@ -1,4 +1,7 @@
using System;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Async;
using NBF.Fishing2;
using UnityEngine;
@@ -8,27 +11,104 @@ namespace NBF
{
public static Game Instance { get; private set; }
public static InputComponent Input;
/// <summary>
/// 主摄像机
/// </summary>
public static Camera MainCamera { get; private set; }
private static Scene _scene;
public static Scene Main => _scene;
private static event Action OnInitialized;
public static event Action OnUpdate;
public static event Action OnLateUpdate;
public static event Action OnFixedUpdate;
public static event Action OnApplicationQuitAction;
public static event Action OnApplicationPauseAction;
/// <summary>
/// 摄像机配置
/// </summary>
// public static CameraScriptObject CameraConfig { get; private set; }
/// <summary>
/// 自身的unit id
/// </summary>
public static long SelfId;
public static void SetInitCallback(GameObject root, Action callback = null)
{
if (Instance != null) return;
root.AddComponent<Game>();
OnInitialized += callback;
// NBC_Fantasy_EntitySystemRegistrar
}
private void Awake()
{
Instance = this;
// CameraConfig = Resources.Load<CameraScriptObject>(nameof(CameraConfig));
}
private void Start()
{
StartAsync().Coroutine();
}
private void Update()
{
OnUpdate?.Invoke();
}
private void LateUpdate()
{
OnLateUpdate?.Invoke();
}
private void FixedUpdate()
{
OnFixedUpdate?.Invoke();
}
private void OnApplicationQuit()
{
OnApplicationQuitAction?.Invoke();
}
private void OnApplicationPause(bool pauseStatus)
{
OnApplicationPauseAction?.Invoke();
}
private void OnDestroy()
{
_scene?.Dispose();
}
private async FTask StartAsync()
{
// 初始化框架
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
List<System.Reflection.Assembly> loadAssemblies = new List<System.Reflection.Assembly>();
foreach (var assembly in assemblies)
{
// 跳过系统程序集以提高性能(可选)
if (IsSystemAssembly(assembly))
continue;
loadAssemblies.Add(assembly);
}
// 1. 初始化 Fantasy 框架
await Fantasy.Platform.Unity.Entry.Initialize();
// 2. 创建一个 Scene (客户端场景)
// Scene 是 Fantasy 框架的核心容器,所有功能都在 Scene 下运行
// SceneRuntimeMode.MainThread 表示在 Unity 主线程运行
_scene = await Scene.Create(SceneRuntimeMode.MainThread);
// UI = _scene.AddComponent<UIComponent>();
OnInitialized?.Invoke();
}
// 判断是否是系统程序集(可选优化)
private static bool IsSystemAssembly(System.Reflection.Assembly assembly)
{
string assemblyName = assembly.FullName;
return assemblyName.StartsWith("System") ||
assemblyName.StartsWith("Microsoft.") ||
assemblyName.StartsWith("UnityEngine") ||
assemblyName.StartsWith("UnityEditor") ||
assemblyName.StartsWith("mscorlib") ||
assemblyName.StartsWith("netstandard") ||
assemblyName.StartsWith("nunit.") ||
assemblyName.StartsWith("Unity.");
}
}
}