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using System;
using System.Collections.Generic;
using UnityEngine;
namespace SHFrame
{
/// <summary>
/// 游戏模块。
/// </summary>
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public partial class SHFrameModule : MonoBehaviour
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{
private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(ModuleImpSystem.DesignModuleCount);
private static GameObject _gameModuleRoot;
#region
/// <summary>
/// 获取游戏基础模块。
/// </summary>
public static RootModule Base
{
get => _base ??= Get<RootModule>();
private set => _base = value;
}
private static RootModule _base;
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/// <summary>
/// 获取音频模块。
/// </summary>
public static AudioModule Audio => _audio ??= Get<AudioModule>();
private static AudioModule _audio;
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/// <summary>
/// 获取有限状态机模块。
/// </summary>
public static FSM.FsmModule Fsm => _fsm ??= Get<FSM.FsmModule>();
private static FSM.FsmModule _fsm;
/// <summary>
/// 流程管理模块。
/// </summary>
public static ProcedureModule Procedure => _procedure ??= Get<ProcedureModule>();
private static ProcedureModule _procedure;
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/// <summary>
/// 获取UI模块。
/// </summary>
public static UIModule UI => _ui ??= Get<UIModule>();
private static UIModule _ui;
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#endregion
/// <summary>
/// 获取游戏框架模块类。
/// </summary>
/// <typeparam name="T">游戏框架模块类。</typeparam>
/// <returns>游戏框架模块实例。</returns>
public static T Get<T>() where T : Module
{
Type type = typeof(T);
if (_moduleMaps.TryGetValue(type, out var ret))
{
return ret as T;
}
T module = ModuleSystem.GetModule<T>();
Log.Assert(condition: module != null, $"{typeof(T)} is null");
_moduleMaps.Add(type, module);
return module;
}
private void Start()
{
Log.Info("GameModule Active");
_gameModuleRoot = gameObject;
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_gameModuleRoot.name = $"[{nameof(SHFrameModule)}]";
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DontDestroyOnLoad(_gameModuleRoot);
}
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("GameModule Shutdown");
if (_gameModuleRoot != null)
{
Destroy(_gameModuleRoot);
_gameModuleRoot = null;
}
_moduleMaps.Clear();
_base = null;
_audio = null;
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_procedure = null;
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}
}
}