update space shooter

This commit is contained in:
hevinci
2023-03-11 00:45:58 +08:00
parent ff8f8623d9
commit 20061983d6
34 changed files with 104 additions and 104 deletions
@@ -1,6 +1,6 @@
using UnityEngine;
using UniFramework.Event;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
public class Boot : MonoBehaviour
@@ -21,15 +21,15 @@ public class Boot : MonoBehaviour
// 初始化事件系统
UniEvent.Initalize();
// 初始化管理系统
UniModule.Initialize();
// 初始化单例系统
UniSingleton.Initialize();
// 初始化资源系统
YooAssets.Initialize();
YooAssets.SetOperationSystemMaxTimeSlice(30);
// 创建补丁管理器
UniModule.CreateModule<PatchManager>();
UniSingleton.CreateSingleton<PatchManager>();
// 开始补丁更新流程
PatchManager.Instance.Run(PlayMode);
@@ -4,7 +4,7 @@ using UnityEngine;
using UniFramework.Pooling;
using UniFramework.Window;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
internal class FsmInitGame : IStateNode
@@ -17,7 +17,7 @@ internal class FsmInitGame : IStateNode
}
void IStateNode.OnEnter()
{
UniModule.StartCoroutine(Prepare());
UniSingleton.StartCoroutine(Prepare());
}
void IStateNode.OnUpdate()
{
@@ -5,7 +5,7 @@ using UnityEngine;
using UniFramework.Window;
using UniFramework.Event;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
internal class FsmSceneBattle : IStateNode
@@ -17,7 +17,7 @@ internal class FsmSceneBattle : IStateNode
}
void IStateNode.OnEnter()
{
UniModule.StartCoroutine(Prepare());
UniSingleton.StartCoroutine(Prepare());
}
void IStateNode.OnUpdate()
{
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Window;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
internal class FsmSceneHome : IStateNode
@@ -16,7 +16,7 @@ internal class FsmSceneHome : IStateNode
}
void IStateNode.OnEnter()
{
UniModule.StartCoroutine(Prepare());
UniSingleton.StartCoroutine(Prepare());
}
void IStateNode.OnUpdate()
{
@@ -3,22 +3,22 @@ using System.Collections.Generic;
using UnityEngine;
using UniFramework.Event;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
public class GameManager : ModuleSingleton<GameManager>, IModule
public class GameManager : SingletonInstance<GameManager>, ISingleton
{
private bool _isRun = false;
private EventGroup _eventGroup = new EventGroup();
private StateMachine _machine;
void IModule.OnCreate(object createParam)
void ISingleton.OnCreate(object createParam)
{
}
void IModule.OnDestroy()
void ISingleton.OnDestroy()
{
_eventGroup.RemoveAllListener();
}
void IModule.OnUpdate()
void ISingleton.OnUpdate()
{
if (_machine != null)
_machine.Update();
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ public class FsmCreateDownloader : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("创建补丁下载器!");
UniModule.StartCoroutine(CreateDownloader());
UniSingleton.StartCoroutine(CreateDownloader());
}
void IStateNode.OnUpdate()
{
@@ -1,7 +1,7 @@
using System.Collections;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -18,7 +18,7 @@ public class FsmDownloadFiles : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("开始下载补丁文件!");
UniModule.StartCoroutine(BeginDownload());
UniSingleton.StartCoroutine(BeginDownload());
}
void IStateNode.OnUpdate()
{
@@ -4,7 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -21,7 +21,7 @@ internal class FsmInitialize : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("初始化资源包!");
UniModule.StartCoroutine(InitPackage());
UniSingleton.StartCoroutine(InitPackage());
}
void IStateNode.OnUpdate()
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
/// <summary>
/// 流程更新完毕
@@ -17,7 +17,7 @@ internal class FsmPatchDone : IStateNode
PatchEventDefine.PatchStatesChange.SendEventMessage("开始游戏!");
// 创建游戏管理器
UniModule.CreateModule<GameManager>();
UniSingleton.CreateSingleton<GameManager>();
// 开启游戏流程
GameManager.Instance.Run();
@@ -4,7 +4,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
/// <summary>
/// 流程准备工作
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ public class FsmUpdateManifest : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("更新资源清单!");
UniModule.StartCoroutine(UpdateManifest());
UniSingleton.StartCoroutine(UpdateManifest());
}
void IStateNode.OnUpdate()
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
/// <summary>
@@ -19,7 +19,7 @@ internal class FsmUpdateVersion : IStateNode
void IStateNode.OnEnter()
{
PatchEventDefine.PatchStatesChange.SendEventMessage("获取最新的资源版本 !");
UniModule.StartCoroutine(GetStaticVersion());
UniSingleton.StartCoroutine(GetStaticVersion());
}
void IStateNode.OnUpdate()
{
@@ -4,10 +4,10 @@ using System.Collections.Generic;
using UnityEngine;
using UniFramework.Machine;
using UniFramework.Event;
using UniFramework.Module;
using UniFramework.Singleton;
using YooAsset;
public class PatchManager : ModuleSingleton<PatchManager>, IModule
public class PatchManager : SingletonInstance<PatchManager>, ISingleton
{
/// <summary>
/// 运行模式
@@ -29,14 +29,14 @@ public class PatchManager : ModuleSingleton<PatchManager>, IModule
private EventGroup _eventGroup = new EventGroup();
private StateMachine _machine;
void IModule.OnCreate(object createParam)
void ISingleton.OnCreate(object createParam)
{
}
void IModule.OnDestroy()
void ISingleton.OnDestroy()
{
_eventGroup.RemoveAllListener();
}
void IModule.OnUpdate()
void ISingleton.OnUpdate()
{
if (_machine != null)
_machine.Update();