使用此属性在运行时启动并加载第一个场景时获取回调。
使用 RuntimeInitializeLoadType 的各种选项来控制在启动序列中何时调用该方法。
以下列表显示了 RuntimeInitializeLoadType 回调的执行顺序
以上详细信息是在启动 Player 构建时的情况。在编辑器中进入播放模式时,会确保相同的调用。
默认回调调用时间为 RuntimeInitializeLoadType.AfterSceneLoad。不保证每个 RuntimeInitializeLoadType 回调中的执行顺序。
注意:在包含一个或多个具有 [RuntimeInitializeOnLoadMethod]
属性但可能不包含项目构建的任何场景中直接或间接使用的类型的程序集的软件包或预编译程序集上使用 AlwaysLinkAssemblyAttribute。
其他资源:托管代码剥离
// Demonstration of the RuntimeInitializeOnLoadMethod attribute using UnityEngine;
class MyClass { [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void OnBeforeSplashScreen() { Debug.Log("Before SplashScreen is shown and before the first scene is loaded."); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void OnBeforeSceneLoad() { Debug.Log("First scene loading: Before Awake is called."); }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void OnAfterSceneLoad() { Debug.Log("First scene loaded: After Awake is called."); }
[RuntimeInitializeOnLoadMethod] static void OnRuntimeInitialized() { Debug.Log("Runtime initialized: First scene loaded: After Awake is called."); } }
loadType | 控制回调调用时间。 |
RuntimeInitializeOnLoadMethodAttribute | 使用 RuntimeInitializeLoadType 控制何时调用回调。 |
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