本文整理汇总了C#中Zenject.DiContainer.ResolveDependencyRoots方法的典型用法代码示例。如果您正苦于以下问题:C# DiContainer.ResolveDependencyRoots方法的具体用法?C# DiContainer.ResolveDependencyRoots怎么用?C# DiContainer.ResolveDependencyRoots使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Zenject.DiContainer
的用法示例。
在下文中一共展示了DiContainer.ResolveDependencyRoots方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Construct
public void Construct(
DiContainer parentContainer,
[InjectOptional]
InstallerExtraArgs installerExtraArgs)
{
Assert.IsNull(_container);
_container = parentContainer.CreateSubContainer();
var componentInjecter = new InitialComponentsInjecter(
_container, GetInjectableComponents().ToList());
foreach (var component in componentInjecter.Components)
{
if (component is MonoKernel)
{
Assert.That(component == _kernel,
"Found MonoKernel derived class that is not hooked up to GameObjectContext. If you use MonoKernel, you must indicate this to GameObjectContext by dragging and dropping it to the Kernel field in the inspector");
}
}
_container.IsInstalling = true;
try
{
InstallBindings(installerExtraArgs, componentInjecter);
}
finally
{
_container.IsInstalling = false;
}
Log.Debug("GameObjectContext: Injecting into child components...");
componentInjecter.LazyInjectComponents();
Assert.That(_dependencyRoots.IsEmpty());
_dependencyRoots.AddRange(_container.ResolveDependencyRoots());
Log.Debug("GameObjectContext: Initialized successfully");
}
示例2: Initialize
void Initialize()
{
Log.Debug("Initializing ProjectContext");
Assert.IsNull(_container);
DontDestroyOnLoad(gameObject);
bool isValidating = false;
#if UNITY_EDITOR
isValidating = PersistentIsValidating;
if (isValidating)
{
ValidationSceneDisabler.Instance.DisableEverything();
}
// Always default to false to avoid validating next time play is hit
PersistentIsValidating = false;
#endif
_container = new DiContainer(
StaticContext.Container, isValidating);
var componentInjecter = new InitialComponentsInjecter(
_container, GetInjectableComponents().ToList());
_container.IsInstalling = true;
try
{
InstallBindings(componentInjecter);
}
finally
{
_container.IsInstalling = false;
}
componentInjecter.LazyInjectComponents();
Assert.That(_dependencyRoots.IsEmpty());
_dependencyRoots.AddRange(_container.ResolveDependencyRoots());
}
示例3: RunInternal
public void RunInternal()
{
Assert.That(!_hasInitialized);
_hasInitialized = true;
Assert.IsNull(_container);
var parentContainer = ParentContainer ?? ProjectContext.Instance.Container;
// ParentContainer is optionally set temporarily before calling ZenUtil.LoadScene
ParentContainer = null;
_container = parentContainer.CreateSubContainer(IsValidating);
#if !UNITY_EDITOR
Assert.That(!IsValidating);
#endif
// This can happen if you run a decorated scene with immediately running a normal scene afterwards
foreach (var decoratedScene in DecoratedScenes)
{
Assert.That(decoratedScene.isLoaded,
"Unexpected state in SceneContext - found unloaded decorated scene");
}
// Record all the injectable components in the scene BEFORE installing the installers
// This is nice for cases where the user calls InstantiatePrefab<>, etc. in their installer
// so that it doesn't inject on the game object twice
// InitialComponentsInjecter will also guarantee that any component that is injected into
// another component has itself been injected
var componentInjecter = new InitialComponentsInjecter(
_container, GetInjectableComponents().ToList());
Log.Debug("SceneContext: Running installers...");
_container.IsInstalling = true;
try
{
InstallBindings(componentInjecter);
}
finally
{
_container.IsInstalling = false;
}
Log.Debug("SceneContext: Injecting components in the scene...");
componentInjecter.LazyInjectComponents();
Log.Debug("SceneContext: Resolving dependency roots...");
Assert.That(_dependencyRoots.IsEmpty());
_dependencyRoots.AddRange(_container.ResolveDependencyRoots());
DecoratedScenes.Clear();
Log.Debug("SceneContext: Initialized successfully");
}