Files
2026-09-21 12:15:57 +03:00

127 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Reflex.Configuration;
using Reflex.Core;
using Reflex.Exceptions;
using Reflex.Logging;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Scripting;
[assembly: AlwaysLinkAssembly] // https://docs.unity3d.com/ScriptReference/Scripting.AlwaysLinkAssemblyAttribute.html
namespace Reflex.Injectors
{
internal static class UnityInjector
{
internal static Action<Scene, ContainerScope> OnSceneLoaded;
internal static Dictionary<Scene, Container> ContainersPerScene { get; } = new();
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
private static void AfterAssembliesLoaded()
{
ReportReflexDebuggerStatus();
ResetStaticState();
void InjectScene(Scene scene, ContainerScope containerScope)
{
ReflexLogger.Log($"Scene {scene.name} ({scene.GetHashCode()}) loaded", LogLevel.Development);
var sceneContainer = CreateSceneContainer(scene, containerScope);
if (ContainersPerScene.TryAdd(scene, sceneContainer))
{
SceneInjector.Inject(scene, sceneContainer);
}
else
{
throw new SceneHasMultipleSceneScopesException(scene);
}
}
void DisposeScene(Scene scene)
{
ReflexLogger.Log($"Scene {scene.name} ({scene.GetHashCode()}) unloaded", LogLevel.Development);
if (ContainersPerScene.Remove(scene, out var sceneContainer)) // Not all scenes has containers
{
sceneContainer.Dispose();
}
}
void DisposeProject()
{
Container.RootContainer?.Dispose();
Container.RootContainer = null;
// Unsubscribe from static events ensuring that Reflex works with domain reloading set to false
OnSceneLoaded -= InjectScene;
SceneManager.sceneUnloaded -= DisposeScene;
Application.quitting -= DisposeProject;
}
OnSceneLoaded += InjectScene;
SceneManager.sceneUnloaded += DisposeScene;
Application.quitting += DisposeProject;
}
private static Container CreateRootContainer()
{
var reflexSettings = ReflexSettings.Instance;
var builder = new ContainerBuilder().SetName("RootContainer");
if (reflexSettings.RootScopes != null)
{
foreach (var rootScope in reflexSettings.RootScopes.Where(x => x != null && x.gameObject.activeSelf))
{
rootScope.InstallBindings(builder);
ReflexLogger.Log($"Root Bindings Installed from '{rootScope.name}'", LogLevel.Info, rootScope.gameObject);
}
}
ContainerScope.OnRootContainerBuilding?.Invoke(builder);
return builder.Build();
}
private static Container CreateSceneContainer(Scene scene, ContainerScope containerScope)
{
if (Container.RootContainer == null)
{
Container.RootContainer = CreateRootContainer();
}
return Container.RootContainer.Scope(builder =>
{
builder.SetName($"{scene.name} ({scene.GetHashCode()})");
containerScope.InstallBindings(builder);
ContainerScope.OnSceneContainerBuilding?.Invoke(scene, builder);
ReflexLogger.Log($"Scene ({scene.name}) Bindings Installed", LogLevel.Info, containerScope.gameObject);
});
}
/// <summary>
/// Ensure static state is reset.
/// This is only required when playing from editor when ProjectSettings > Editor > Reload Domain is set to false.
/// </summary>
[Conditional("UNITY_EDITOR")]
private static void ResetStaticState()
{
OnSceneLoaded = null;
Container.RootContainer = null;
ContainersPerScene.Clear();
ContainerScope.OnRootContainerBuilding = null;
ContainerScope.OnSceneContainerBuilding = null;
#if UNITY_EDITOR
Container.RootContainers.Clear();
#endif
}
[Conditional("REFLEX_DEBUG")]
private static void ReportReflexDebuggerStatus()
{
ReflexLogger.Log("Symbol REFLEX_DEBUG are defined, performance impacted!", LogLevel.Warning);
}
}
}