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namespace ET
{
public class AppStart_Init: AEvent<EventType.AppStart>
{
protected override void Run(EventType.AppStart args)
{
RunAsync(args).Coroutine();
}
private async ETTask RunAsync(EventType.AppStart args)
{
Game.Scene.AddComponent<TimerComponent>();
Game.Scene.AddComponent<CoroutineLockComponent>();
// 加载配置
// Game.Scene.AddComponent<ResourcesComponent>();
// await ResourcesComponent.Instance.LoadBundleAsync("config.unity3d");
// Game.Scene.AddComponent<ConfigComponent>();
// ConfigComponent.Instance.Load();
// ResourcesComponent.Instance.UnloadBundle("config.unity3d");
Game.Scene.AddComponent<YooAssetComponent>();
Game.Scene.AddComponent<ConfigComponent>();
ConfigComponent.Instance.Load();
YooAssetComponent.Instance.ReleaseByTag("Config");
Game.Scene.AddComponent<OpcodeTypeComponent>();
Game.Scene.AddComponent<MessageDispatcherComponent>();
Game.Scene.AddComponent<NetThreadComponent>();
Game.Scene.AddComponent<SessionStreamDispatcher>();
Game.Scene.AddComponent<ZoneSceneManagerComponent>();
Game.Scene.AddComponent<GlobalComponent>();
Game.Scene.AddComponent<NumericWatcherComponent>();
Game.Scene.AddComponent<AIDispatcherComponent>();
Game.Scene.AddComponent<SoundComponent>();
// await ResourcesComponent.Instance.LoadBundleAsync("unit.unity3d");
Scene zoneScene = SceneFactory.CreateZoneScene(1, "Game", Game.Scene);
Game.EventSystem.Publish(new EventType.AppStartInitFinish() { ZoneScene = zoneScene });
}
}
}