App Instance 架构示例

前言

        在Unity程序设计过程中,我们处理的第一个对象是Application Instance。

        它的主要职责是启动流程管理、卸载流程管理,次要职责是管理在内部的子系统生命周期。其他职责,提供或桥接应用程序的配置信息、及其他第三方接口。

        它通常以单例的形式存在在场景中,即使在切换场景时,也不会被删除。

设计需求        
  1. 可以自定义异步启动流程、或卸载流程
  2. App 自动完成子系统的初始化和卸载工作
  3. 子系统是可轻松扩展的
  4. 通过App Instance可以轻松访问到子系统实例
UML结构
UML类结构示例
代码示例
//> XApplication.Utils.cs
//> Create by UniMark

namespace XF 
{
    public interface IApplication 
    {
        void Startup();
        void Initialize();
        void Deinitialize();
        void Shutdown();
    }

    public interface IApplicationSubSystem 
    {
        int InitializeSequence { get; }
        void Initialize(XApplication application);
        void Deinitialize();
    }
}
//> XApplication.cs
//> Create by UniMark

using System;
using System.Collections.Generic;
using UnityEngine;

namespace XF
{
    public sealed class XApplication : MonoBehaviour
    {
        private IApplication Application;
        private IApplicationSubSystem[] ApplicationSubSystems = new IApplicationSubSystem[0];
        private Dictionary<Type, IApplicationSubSystem> QuickReferenceTable;

        private void Awake ()
        {
            Debug.Log($"启动 [XApplication] 实例 ({gameObject.name})");
            if ( ( Application = GetComponent<IApplication>() ) == null )
            {
                throw new Exception("你需要实现IApplication的接口");
            }

            ApplicationSubSystems = GetAllApplicationSubSystemWithSequence();
            QuickReferenceTable = GetQuickReferenceTableWithAppSubSystem(ApplicationSubSystems);
            Application.Startup();
        }

        private void Start ()
        {
            if ( ApplicationSubSystems.Length > 0 )
            {
                Debug.Log("实例化应用内联系统 ...");
                for ( int index = 0; index < ApplicationSubSystems.Length; index++ )
                {
                    var subSystem = ApplicationSubSystems[index];
                    var time = Time.time;
                    subSystem.Initialize(this);
                    Debug.Log($"释放: {subSystem.GetType().Name} 耗时 {( Time.time - time ).ToString("{0.000}")}s");
                }
            }

            if ( Application != null )
            {
                Debug.Log("实例化应用 ...");
                Application?.Initialize();
            }
        }

        private void OnDestroy ()
        {
            if ( Application != null )
            {
                Debug.Log("释放应用 ...");
                Application?.Deinitialize();
            }

            if ( ApplicationSubSystems.Length > 0 )
            {
                Debug.Log("释放应用内联系统 ..."); 
                for ( int index = ApplicationSubSystems.Length - 1; index >= 0; index-- )
                {
                    var subSystem = ApplicationSubSystems[index];
                    var time = Time.time;
                    subSystem.Deinitialize();
                    Debug.Log($"释放: {subSystem.GetType().Name} 耗时 {(Time.time - time).ToString("{0.000}")}s");
                }
            }

            Debug.Log($"关闭 [XApplication] 实例 ({gameObject.name})");
            Application.Shutdown();
            Application = null;
            ApplicationSubSystems = null;
            QuickReferenceTable = null;
        }

        private IApplicationSubSystem[] GetAllApplicationSubSystemWithSequence ()
        {
            var list = new List<IApplicationSubSystem>();
            GetComponentsInChildren(true, list);
            list.Sort(( a, b ) => a.InitializeSequence.CompareTo(b.InitializeSequence));
            return list.ToArray();
        }

        private Dictionary<Type, IApplicationSubSystem> GetQuickReferenceTableWithAppSubSystem ( IApplicationSubSystem[] systems )
        {
            Dictionary<Type, IApplicationSubSystem> result = new Dictionary<Type, IApplicationSubSystem>();
            foreach ( var system in systems )
            {
                if ( false == result.TryAdd(system.GetType(), system) )
                {
                    throw new Exception($"包含相同类型的子系统 {system.GetType().Name}");
                }
            }
            return result;
        }

        #region API
        public T GetSubSystem<T> () where T : MonoBehaviour, IApplicationSubSystem
        {
            if ( QuickReferenceTable.TryGetValue(typeof(T), out var system) )
            {
                return system as T;
            }

            throw new Exception($"不存在的子系统 {typeof(T).Name}");
        }
        #endregion
    }
}
//> XGame.cs
//> Create by UniMark

using System;
using UnityEngine;
using XF;

public abstract class XGame<T> : MonoBehaviour, IApplication
    where T : XGame<T>
{
    public static T Instance
    {
        get; private set;
    }
    public XApplication Owner
    {
        get; private set;
    }

    //> 定义你自己的系统在这里    
     public TestSubSystem TestSystem { get; private set; }

    void IApplication.Startup ()
    {
        if ( Instance != null )
        {
            throw new Exception($"[{gameObject.name}]{this.GetType().Name}类存在多实例异常!");
        }

        Instance = this as T;
        GameObject.DontDestroyOnLoad(gameObject);
        Owner = GetComponent<XApplication>();

        //> 初始化你的系统在这里
        TestSystem = Owner.GetSubSystem<TestSubSystem>();
    }

    void IApplication.Shutdown ()
    {
        Instance = null;
        Owner = null;

        //> 释放你的系统在这里
        TestSystem = null;
    }

    void IApplication.Initialize () => StartGame();
    void IApplication.Deinitialize () => QuitGame();

    protected abstract void StartGame ();
    protected abstract void QuitGame ();
}
//> GameIns.cs
//> Create by UniMark

using UnityEngine;
using XF;


public class GameIns : XGame<GameIns>
{

    #region 生命周期
    protected override async void StartGame ()
    {
        //> 加载配置文件 
        //> await 配置文件加载完毕

        //> 做个测试
        var testSystem =  Owner.GetSubSystem<TestSubSystem> ();
        Debug.Log(testSystem.GetMessage());

        //> 进入第一个场景
    }


    protected override void QuitGame ()
    {
        //> 在这里卸载业务载入的资源和数据
    }
    #endregion
}
//> TestSubSystem.cs
//> Create by UniMark


using UnityEngine;

namespace XF
{
    #region 非正式代码
    public class TestSubSystem : MonoBehaviour, IApplicationSubSystem
    {
        [SerializeField]
        private int InitializeSequence;

        int IApplicationSubSystem.InitializeSequence => InitializeSequence;

        private XApplication Owner;

        void IApplicationSubSystem.Initialize ( XApplication application )
        {
            Owner = application;
        }

        void IApplicationSubSystem.Deinitialize ()
        {
            Owner = null;
        }

        public string GetMessage ()
        {
            return "Hello Here!";
        }
    }
    #endregion
}
代码组织结构

-| Scripts

        --| Core

                ---| SubSystems

                        ---- TestSubSystem.cs

                --- XApplication.cs

                --- XApplication.Utils.cs

                --- XGame.cs

        -- GameIns.cs

创建应用程序预制体
预制体组织结构
XApplication 节点
TestSubSystem 节点
下载代码示例 

 下载demo

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