BITKit/Packages/Runtime~/Unity/Scripts/BITAppForUnity.cs

150 lines
4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.Remoting.Contexts;
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Threading.Tasks;
using UnityEngine.InputSystem;
using UnityEngine.AddressableAssets;
using Debug = UnityEngine.Debug;
namespace BITKit
{
public class MouseNotOverGameViewException : System.Exception
{
public MouseNotOverGameViewException()
{
}
}
public class BITAppForUnity : MonoBehaviour, IDiagnostics
{
[Serializable]
public class OpenUrl:IAction
{
[SerializeField] private string url;
public void Execute()
{
Application.OpenURL(url);
}
}
[RuntimeInitializeOnLoadMethod]
public static void Initialize()
{
stopWatcher = new Stopwatch();
stopWatcher.Start();
}
public struct Path
{
public const string Entity = nameof(Entity);
public const string Services = nameof(Services);
public const string Prefabs = nameof(Prefabs);
}
private static bool IsPlaying { get; set; }
public static bool IsPointerOverUI { get; set; }
public static ValidHandle AllowCursor = new();
public static ValidHandle AllowTouchSupport = new();
public static GameObject GameObject;
private static Stopwatch stopWatcher;
public static void ThrowIfNotPlaying()
{
#if UNITY_EDITOR
if (IsPlaying is false)
{
throw new AppIsNotPlayingException();
}
#endif
}
public static void ThrowIfWindowNotFocus()
{
#if UNITY_EDITOR
var window = UnityEditor.EditorWindow.focusedWindow;
var windowName = window is not null ? window.ToString() : string.Empty;
switch (windowName)
{
case " (UnityEditor.GameView)":
return;
default:
throw new MouseNotOverGameViewException();
}
#endif
}
[RuntimeInitializeOnLoadMethod]
private static void Reload()
{
IsPlaying = true;
BIT4Log.OnLog += Debug.Log;
BIT4Log.OnWarning += Debug.LogWarning;
BIT4Log.OnException += Debug.LogException;
var settings = Addressables.LoadAssetAsync<ScriptableObject>("Assets/BITKit/Unity/Configs/AppSettings.asset").WaitForCompletion() as BITSettingsSO;
//启动BITApp
BITApp.Start(Application.productName, settings!.appSettings);
AllowCursor = new();
AllowTouchSupport = new();
GameObject = new(nameof(BITApp));
GameObject.AddComponent<BITAppForUnity>();
DontDestroyOnLoad(GameObject);
AllowCursor.AddListener(ToggleCursor);
AllowTouchSupport.AddListener(ToggleTouchSupport);
}
static void ToggleCursor(bool active)
{
Cursor.lockState = active ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = active;
}
static void ToggleTouchSupport(bool active)
{
if (active)
{
UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.Enable();
}
else
{
UnityEngine.InputSystem.EnhancedTouch.EnhancedTouchSupport.Disable();
}
}
[BITCommand]
public static void Exit()
{
BITApp.Stop();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
private void Start()
{
BIT4Log.Log<BITApp>($"已创建{nameof(BITApp)}");
stopWatcher.Stop();
BIT4Log.Log<BITAppForUnity>($"从初始化到创建{nameof(BITApp)}耗时:{stopWatcher.ElapsedMilliseconds}ms");
}
private void OnDestroy()
{
IsPlaying = false;
Exit();
}
private void Update()
{
BITApp.Time.DeltaTime = Time.deltaTime;
BITApp.Time.TimeAsDouble = Time.timeAsDouble;
}
public string GetName()
{
return nameof(BITApp);
}
public object GetDiagnostics()
{
return BITApp.State;
}
}
}