using System; using System.Collections; using System.Collections.Generic; using DefaultNamespace; using Framework.Scripts.Runtime.Engine.Engine.Camera; using UnityEngine; // 添加游戏开发中常用的游戏模块的命名空间 using MotionFramework; using MotionFramework.Console; using MotionFramework.Event; using MotionFramework.Scripts.Runtime.Engine.Engine.Network.WebRequest; using MotionFramework.Utility; using UnityEngine.SceneManagement; public class GameLauncher : MonoBehaviour { [Tooltip("在编辑器下模拟运行")] public bool SimulationOnEditor = true; void Awake() { #if !UNITY_EDITOR SimulationOnEditor = false; #endif // 初始化控制台 if (Application.isEditor || Debug.isDebugBuild) DeveloperConsole.Initialize(); // 初始化框架 MotionEngine.Initialize(this, HandleMotionFrameworkLog); } void Start() { // 创建游戏模块 CreateGameModules(); //SceneManager.LoadScene("工具间"); } void Update() { // 更新框架 MotionEngine.Update(); } void OnGUI() { // 绘制控制台 if (Application.isEditor || Debug.isDebugBuild) DeveloperConsole.Draw(); } private void CreateGameModules() { // 创建事件管理器 MotionEngine.CreateModule(); //webrequest管理器 MotionEngine.CreateModule(); //工具包 MotionEngine.CreateModule(); //人物装备 MotionEngine.CreateModule(); //数据配置文件 MotionEngine.CreateModule(); } private void HandleMotionFrameworkLog(ELogLevel logLevel, string log) { if (logLevel == ELogLevel.Log) { UnityEngine.Debug.Log(log); } else if (logLevel == ELogLevel.Error) { UnityEngine.Debug.LogError(log); } else if (logLevel == ELogLevel.Warning) { UnityEngine.Debug.LogWarning(log); } else if (logLevel == ELogLevel.Exception) { UnityEngine.Debug.LogError(log); } else { throw new NotImplementedException($"{logLevel}"); } } }