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using UnityEngine;
using XUtliPoolLib;
public class XScript : MonoBehaviour
{
void Awake()
{
RuntimePlatform editorPlatform = Application.platform;
#if UNITY_IOS
editorPlatform = RuntimePlatform.IPhonePlayer;
#elif UNITY_ANDROID
editorPlatform = RuntimePlatform.Android;
#else
editorPlatform = RuntimePlatform.WindowsPlayer;
#endif
XUtliPoolLib.ShaderManager.singleton.Awake(editorPlatform);
}
// Use this for initialization
void Start()
{
XUpdater.XShell.singleton.Awake();
XUpdater.XShell.singleton.Start();
XResourceLoaderMgr.singleton.SetUnloadCallback(BeforeUnityUnloadResource);
}
// Update is called once per frame
void Update()
{
XUpdater.XShell.singleton.Update();
}
void LateUpdate()
{
XUpdater.XShell.singleton.PostUpdate();
}
void OnApplicationQuit()
{
FMODUnity.RuntimeStudioEventEmitter.isQuitting = true;
XUpdater.XShell.singleton.Quit();
}
void BeforeUnityUnloadResource()
{
FastListV3.ms_Pool.Clear();
FastListV2.ms_Pool.Clear();
FastListColor32.ms_Pool.Clear();
}
private IGameSysMgr m_GameSysMgr = null;
public IGameSysMgr GameSysMgr
{
get
{
if (null == m_GameSysMgr || m_GameSysMgr.Deprecated)
m_GameSysMgr = XInterfaceMgr.singleton.GetInterface<IGameSysMgr>(XCommon.singleton.XHash("IGameSysMgr"));
return m_GameSysMgr;
}
}
void OnApplicationPause(bool pause)
{
if (GameSysMgr != null) GameSysMgr.GamePause(pause);
}
}
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