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CTT/Unity/Assets/ModelView/Mono/Init.cs

124 lines
3.2 KiB
C#

using Sirenix.OdinInspector;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading;
using UnityEngine;
namespace ET
{
public class Init : SerializedMonoBehaviour
{
[InlineButton("RefreshKey","刷新")]
[SerializeField]
public string key { get; set; }
[InlineButton("RefreshKeyIV", "刷新")]
[SerializeField]
public string keyIV { get; set; }
public static byte[] xorKey;
[InlineButton("RefreshXor", "刷新")]
[SerializeField]
public string _xorKey;
public string XorKey => _xorKey;
void RefreshKey()
{
Char[] arr = new char[16];
for (int i = 0; i < arr.Length; i++)
{
arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
}
key =string.Join("",arr);
}
void RefreshKeyIV()
{
Char[] arr = new char[16];
for (int i = 0; i < arr.Length; i++)
{
arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
}
keyIV = string.Join("",arr);
}
void RefreshXor()
{
Char[] arr = new char[16];
for (int i = 0; i < arr.Length; i++)
{
arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
}
_xorKey =string.Join("",arr);
}
private void Start()
{
this.StartAsync();
}
private void StartAsync()
{
try
{
SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
DontDestroyOnLoad(gameObject);
string[] assemblyNames = { "Unity.Model.dll", "Unity.ModelView.dll"};
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
{
string assemblyName = assembly.ManifestModule.Name;
if (!assemblyNames.Contains(assemblyName))
{
continue;
}
Game.EventSystem.Add(assembly);
}
xorKey = Encoding.UTF8.GetBytes(_xorKey);
ProtobufHelper.Init();
Game.Options = new Options();
Game.EventSystem.Publish(new ET.EventType.AppStart
{
key = key,
keyIV = keyIV,
xorKey = xorKey,
}).Coroutine();
}
catch (Exception e)
{
Log.Error(e);
}
}
private void Update()
{
Game.Update();
Game.FrameFinish();
}
private void LateUpdate()
{
Game.LateUpdate();
}
private void OnApplicationQuit()
{
Game.Close();
}
public static void Quit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
UnityEngine.Application.Quit();
#endif
}
}
}