mewlist / doinject Goto Github PK
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License: MIT License
Asynchronous DIContainer for Unity
License: MIT License
Just like with ScriptableObjectInstaller, it would be convenient to have the ability to install Unity objects, such as UI modules, on a per-prefab basis.
Currently, it is cumbersome because objects that are pre-placed in the Scene have to be installed via the component installer.
The warning is as follows:
A meta data file (.meta) exists but its folder 'Packages/st.mewli.di/Writerside~' can't be found, and has been created. Empty directories cannot be stored in version control, so it's assumed that the meta data file is for an empty directory in version control. When moving or deleting folders outside of Unity, please ensure that the corresponding .meta file is moved or deleted along with it.
Deleting Writerside~.meta
file will fix, I think.
OptionalAttribute allowed on argument of InjectionPoint.
If no binding found for optional type, set default value.
[Inject]
public void Construct(
SomeRequiredClass requiredClass,
[Optional] SomeOptionalClass optionalClass)
{
}
Although loading GameObjectContext requires code, it would be better if it could be automatically loaded when SceneContext is launched, if you want to load GameObjectContext at the time of SceneContext startup.
It can be standalone as root context.
Framework derrived tick function.
Define framework driven loop timing callback.
[Tickable(TickableTiming.FixedUpdate)]
public Tick()
{
}
The first callback is guaranteed to be called after the injection is complete.
Callback timing is defined as below
EarlyUpdate,
FixedUpdate,
PreUpdate,
Update, // default
PreLateUpdate,
PostLateUpdate,
Some context may require parent context to work. But, the context will not work correctly by lack of parent context.
So, it's required, support that load dependent scenes in reverse on Unity Editor application.
Achieve that in easy way.
Frameworks must not interfere with Unity's regular work flow.
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