using GameLogic;
using TEngine;
using Object = UnityEngine.Object;
public class GameModule
{
#region 框架模块
///
/// 获取游戏基础模块。
///
public static RootModule Base
{
get => _base ??= Object.FindObjectOfType();
private set => _base = value;
}
private static RootModule _base;
///
/// 获取调试模块。
///
public static IDebuggerModule Debugger
{
get => _debugger ??= Get();
private set => _debugger = value;
}
private static IDebuggerModule _debugger;
///
/// 获取有限状态机模块。
///
public static IFsmModule Fsm => _fsm ??= Get();
private static IFsmModule _fsm;
///
/// 流程管理模块。
///
public static IProcedureModule Procedure => _procedure ??= Get();
private static IProcedureModule _procedure;
///
/// 获取资源模块。
///
public static IResourceModule Resource => _resource ??= Get();
private static IResourceModule _resource;
///
/// 获取音频模块。
///
public static IAudioModule Audio => _audio ??= Get();
private static IAudioModule _audio;
///
/// 获取UI模块。
///
public static UIModule UI => _ui ??= UIModule.Instance;
private static UIModule _ui;
///
/// 获取场景模块。
///
public static ISceneModule Scene => _scene ??= Get();
private static ISceneModule _scene;
///
/// 获取计时器模块。
///
public static ITimerModule Timer => _timer ??= Get();
private static ITimerModule _timer;
///
/// 获取本地化模块。
///
public static ILocalizationModule Localization => _localization ??= Get();
private static ILocalizationModule _localization;
#endregion
///
/// 获取游戏框架模块类。
///
/// 游戏框架模块类。
/// 游戏框架模块实例。
private static T Get() where T : class
{
T module = ModuleSystem.GetModule();
Log.Assert(condition: module != null, $"{typeof(T)} is null");
return module;
}
public static void Shutdown()
{
Log.Info("GameModule Shutdown");
_base = null;
_debugger = null;
_fsm = null;
_procedure = null;
_resource = null;
_audio = null;
_ui = null;
_scene = null;
_timer = null;
_localization = null;
}
}