BaseComponent.cs 12 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using GameFramework.Localization;
  9. using GameFramework.Resource;
  10. using System;
  11. using UnityEngine;
  12. namespace UnityGameFramework.Runtime
  13. {
  14. /// <summary>
  15. /// 基础组件。
  16. /// </summary>
  17. [DisallowMultipleComponent]
  18. [AddComponentMenu("Game Framework/Base")]
  19. public sealed class BaseComponent : GameFrameworkComponent
  20. {
  21. private const int DefaultDpi = 96; // default windows dpi
  22. private float m_GameSpeedBeforePause = 1f;
  23. [SerializeField]
  24. private bool m_EditorResourceMode = true;
  25. [SerializeField]
  26. private Language m_EditorLanguage = Language.Unspecified;
  27. [SerializeField]
  28. private string m_VersionHelperTypeName = "UnityGameFramework.Runtime.DefaultVersionHelper";
  29. [SerializeField]
  30. private string m_LogHelperTypeName = "UnityGameFramework.Runtime.DefaultLogHelper";
  31. [SerializeField]
  32. private string m_CompressionHelperTypeName = "UnityGameFramework.Runtime.DefaultCompressionHelper";
  33. [SerializeField]
  34. private string m_JsonHelperTypeName = "UnityGameFramework.Runtime.DefaultJsonHelper";
  35. [SerializeField]
  36. private int m_FrameRate = 30;
  37. [SerializeField]
  38. private float m_GameSpeed = 1f;
  39. [SerializeField]
  40. private bool m_RunInBackground = true;
  41. [SerializeField]
  42. private bool m_NeverSleep = true;
  43. /// <summary>
  44. /// 获取或设置是否使用编辑器资源模式(仅编辑器内有效)。
  45. /// </summary>
  46. public bool EditorResourceMode
  47. {
  48. get
  49. {
  50. return m_EditorResourceMode;
  51. }
  52. set
  53. {
  54. m_EditorResourceMode = value;
  55. }
  56. }
  57. /// <summary>
  58. /// 获取或设置编辑器语言(仅编辑器内有效)。
  59. /// </summary>
  60. public Language EditorLanguage
  61. {
  62. get
  63. {
  64. return m_EditorLanguage;
  65. }
  66. set
  67. {
  68. m_EditorLanguage = value;
  69. }
  70. }
  71. /// <summary>
  72. /// 获取或设置编辑器资源辅助器。
  73. /// </summary>
  74. public IResourceManager EditorResourceHelper
  75. {
  76. get;
  77. set;
  78. }
  79. /// <summary>
  80. /// 获取或设置游戏帧率。
  81. /// </summary>
  82. public int FrameRate
  83. {
  84. get
  85. {
  86. return m_FrameRate;
  87. }
  88. set
  89. {
  90. Application.targetFrameRate = m_FrameRate = value;
  91. }
  92. }
  93. /// <summary>
  94. /// 获取或设置游戏速度。
  95. /// </summary>
  96. public float GameSpeed
  97. {
  98. get
  99. {
  100. return m_GameSpeed;
  101. }
  102. set
  103. {
  104. Time.timeScale = m_GameSpeed = value >= 0f ? value : 0f;
  105. }
  106. }
  107. /// <summary>
  108. /// 获取游戏是否暂停。
  109. /// </summary>
  110. public bool IsGamePaused
  111. {
  112. get
  113. {
  114. return m_GameSpeed <= 0f;
  115. }
  116. }
  117. /// <summary>
  118. /// 获取是否正常游戏速度。
  119. /// </summary>
  120. public bool IsNormalGameSpeed
  121. {
  122. get
  123. {
  124. return m_GameSpeed == 1f;
  125. }
  126. }
  127. /// <summary>
  128. /// 获取或设置是否允许后台运行。
  129. /// </summary>
  130. public bool RunInBackground
  131. {
  132. get
  133. {
  134. return m_RunInBackground;
  135. }
  136. set
  137. {
  138. Application.runInBackground = m_RunInBackground = value;
  139. }
  140. }
  141. /// <summary>
  142. /// 获取或设置是否禁止休眠。
  143. /// </summary>
  144. public bool NeverSleep
  145. {
  146. get
  147. {
  148. return m_NeverSleep;
  149. }
  150. set
  151. {
  152. m_NeverSleep = value;
  153. Screen.sleepTimeout = value ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
  154. }
  155. }
  156. /// <summary>
  157. /// 游戏框架组件初始化。
  158. /// </summary>
  159. protected override void Awake()
  160. {
  161. base.Awake();
  162. InitVersionHelper();
  163. InitLogHelper();
  164. Log.Info("Game Framework Version: {0}", GameFramework.Version.GameFrameworkVersion);
  165. Log.Info("Game Version: {0} ({1})", GameFramework.Version.GameVersion, GameFramework.Version.InternalGameVersion.ToString());
  166. Log.Info("Unity Version: {0}", Application.unityVersion);
  167. #if UNITY_5_3_OR_NEWER || UNITY_5_3
  168. InitCompressionHelper();
  169. InitJsonHelper();
  170. Utility.Converter.ScreenDpi = Screen.dpi;
  171. if (Utility.Converter.ScreenDpi <= 0)
  172. {
  173. Utility.Converter.ScreenDpi = DefaultDpi;
  174. }
  175. m_EditorResourceMode &= Application.isEditor;
  176. if (m_EditorResourceMode)
  177. {
  178. Log.Info("During this run, Game Framework will use editor resource files, which you should validate first.");
  179. }
  180. Application.targetFrameRate = m_FrameRate;
  181. Time.timeScale = m_GameSpeed;
  182. Application.runInBackground = m_RunInBackground;
  183. Screen.sleepTimeout = m_NeverSleep ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
  184. #else
  185. Log.Error("Game Framework only applies with Unity 5.3 and above, but current Unity version is {0}.", Application.unityVersion);
  186. GameEntry.Shutdown(ShutdownType.Quit);
  187. #endif
  188. #if UNITY_5_6_OR_NEWER
  189. Application.lowMemory += OnLowMemory;
  190. #endif
  191. }
  192. private void Start()
  193. {
  194. }
  195. private void Update()
  196. {
  197. GameFrameworkEntry.Update(Time.deltaTime, Time.unscaledDeltaTime);
  198. }
  199. private void OnApplicationQuit()
  200. {
  201. #if UNITY_5_6_OR_NEWER
  202. Application.lowMemory -= OnLowMemory;
  203. #endif
  204. StopAllCoroutines();
  205. }
  206. private void OnDestroy()
  207. {
  208. GameFrameworkEntry.Shutdown();
  209. }
  210. /// <summary>
  211. /// 暂停游戏。
  212. /// </summary>
  213. public void PauseGame()
  214. {
  215. if (IsGamePaused)
  216. {
  217. return;
  218. }
  219. m_GameSpeedBeforePause = GameSpeed;
  220. GameSpeed = 0f;
  221. }
  222. /// <summary>
  223. /// 恢复游戏。
  224. /// </summary>
  225. public void ResumeGame()
  226. {
  227. if (!IsGamePaused)
  228. {
  229. return;
  230. }
  231. GameSpeed = m_GameSpeedBeforePause;
  232. }
  233. /// <summary>
  234. /// 重置为正常游戏速度。
  235. /// </summary>
  236. public void ResetNormalGameSpeed()
  237. {
  238. if (IsNormalGameSpeed)
  239. {
  240. return;
  241. }
  242. GameSpeed = 1f;
  243. }
  244. internal void Shutdown()
  245. {
  246. Destroy(gameObject);
  247. }
  248. private void InitVersionHelper()
  249. {
  250. if (string.IsNullOrEmpty(m_VersionHelperTypeName))
  251. {
  252. return;
  253. }
  254. Type versionHelperType = Utility.Assembly.GetType(m_VersionHelperTypeName);
  255. if (versionHelperType == null)
  256. {
  257. throw new GameFrameworkException(Utility.Text.Format("Can not find version helper type '{0}'.", m_VersionHelperTypeName));
  258. }
  259. GameFramework.Version.IVersionHelper versionHelper = (GameFramework.Version.IVersionHelper)Activator.CreateInstance(versionHelperType);
  260. if (versionHelper == null)
  261. {
  262. throw new GameFrameworkException(Utility.Text.Format("Can not create version helper instance '{0}'.", m_VersionHelperTypeName));
  263. }
  264. GameFramework.Version.SetVersionHelper(versionHelper);
  265. }
  266. private void InitLogHelper()
  267. {
  268. if (string.IsNullOrEmpty(m_LogHelperTypeName))
  269. {
  270. return;
  271. }
  272. Type logHelperType = Utility.Assembly.GetType(m_LogHelperTypeName);
  273. if (logHelperType == null)
  274. {
  275. throw new GameFrameworkException(Utility.Text.Format("Can not find log helper type '{0}'.", m_LogHelperTypeName));
  276. }
  277. GameFrameworkLog.ILogHelper logHelper = (GameFrameworkLog.ILogHelper)Activator.CreateInstance(logHelperType);
  278. if (logHelper == null)
  279. {
  280. throw new GameFrameworkException(Utility.Text.Format("Can not create log helper instance '{0}'.", m_LogHelperTypeName));
  281. }
  282. GameFrameworkLog.SetLogHelper(logHelper);
  283. }
  284. private void InitCompressionHelper()
  285. {
  286. if (string.IsNullOrEmpty(m_CompressionHelperTypeName))
  287. {
  288. return;
  289. }
  290. Type compressionHelperType = Utility.Assembly.GetType(m_CompressionHelperTypeName);
  291. if (compressionHelperType == null)
  292. {
  293. Log.Error("Can not find compression helper type '{0}'.", m_CompressionHelperTypeName);
  294. return;
  295. }
  296. Utility.Compression.ICompressionHelper compressionHelper = (Utility.Compression.ICompressionHelper)Activator.CreateInstance(compressionHelperType);
  297. if (compressionHelper == null)
  298. {
  299. Log.Error("Can not create compression helper instance '{0}'.", m_CompressionHelperTypeName);
  300. return;
  301. }
  302. Utility.Compression.SetCompressionHelper(compressionHelper);
  303. }
  304. private void InitJsonHelper()
  305. {
  306. if (string.IsNullOrEmpty(m_JsonHelperTypeName))
  307. {
  308. return;
  309. }
  310. Type jsonHelperType = Utility.Assembly.GetType(m_JsonHelperTypeName);
  311. if (jsonHelperType == null)
  312. {
  313. Log.Error("Can not find JSON helper type '{0}'.", m_JsonHelperTypeName);
  314. return;
  315. }
  316. Utility.Json.IJsonHelper jsonHelper = (Utility.Json.IJsonHelper)Activator.CreateInstance(jsonHelperType);
  317. if (jsonHelper == null)
  318. {
  319. Log.Error("Can not create JSON helper instance '{0}'.", m_JsonHelperTypeName);
  320. return;
  321. }
  322. Utility.Json.SetJsonHelper(jsonHelper);
  323. }
  324. private void OnLowMemory()
  325. {
  326. Log.Info("Low memory reported...");
  327. ObjectPoolComponent objectPoolComponent = GameEntry.GetComponent<ObjectPoolComponent>();
  328. if (objectPoolComponent != null)
  329. {
  330. objectPoolComponent.ReleaseAllUnused();
  331. }
  332. ResourceComponent resourceCompoent = GameEntry.GetComponent<ResourceComponent>();
  333. if (resourceCompoent != null)
  334. {
  335. resourceCompoent.ForceUnloadUnusedAssets(true);
  336. }
  337. }
  338. }
  339. }