using System;
using UnityEngine;
namespace NBC
{
public class App : MonoBehaviour
{
public static App Inst { 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;
///
/// Scene下的事件系统组件
///
public static UIComponent UI { get; internal set; }
public static void Init(Action callback = null)
{
if (Inst != null) return;
new GameObject("App").AddComponent();
OnInitialized += callback;
}
private void Awake()
{
Inst = this;
DontDestroyOnLoad(gameObject);
}
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
await NBC.Platform.Unity.Entry.Initialize(GetType().Assembly);
_scene = await Scene.Create(SceneRuntimeMode.MainThread);
UI = _scene.AddComponent();
OnInitialized?.Invoke();
}
}
}