#if !NOT_UNITY3D using System; using System.Collections.Generic; using ModestTree; using UnityEngine; using UnityEngine.Serialization; using Zenject.Internal; #pragma warning disable 649 namespace Zenject { public class GameObjectContext : RunnableContext { public event Action PreInstall; public event Action PostInstall; public event Action PreResolve; public event Action PostResolve; [SerializeField] [Tooltip("Note that this field is optional and can be ignored in most cases. This is really only needed if you want to control the 'Script Execution Order' of your subcontainer. In this case, define a new class that derives from MonoKernel, add it to this game object, then drag it into this field. Then you can set a value for 'Script Execution Order' for this new class and this will control when all ITickable/IInitializable classes bound within this subcontainer get called.")] [FormerlySerializedAs("_facade")] MonoKernel _kernel; DiContainer _container; // Need to cache this when auto run is false DiContainer _parentContainer; bool _hasInstalled; public override DiContainer Container { get { return _container; } } public override IEnumerable GetRootGameObjects() { return new[] { gameObject }; } [Inject] public void Construct( DiContainer parentContainer) { Assert.IsNull(_parentContainer); _parentContainer = parentContainer; Initialize(); } protected override void RunInternal() { Install(_parentContainer); ResolveAndStart(); } public void Install(DiContainer parentContainer) { Assert.That(_parentContainer == null || _parentContainer == parentContainer); // We allow calling this explicitly instead of relying on the [Inject] event above // so that we can follow the two-pass construction-injection pattern in the providers if (_hasInstalled) { return; } _hasInstalled = true; Assert.IsNull(_container); _container = parentContainer.CreateSubContainer(); // Do this after creating DiContainer in case it's needed by the pre install logic if (PreInstall != null) { PreInstall(); } var injectableMonoBehaviours = new List(); GetInjectableMonoBehaviours(injectableMonoBehaviours); foreach (var instance in injectableMonoBehaviours) { if (instance is MonoKernel) { Assert.That(ReferenceEquals(instance, _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.QueueForInject(instance); } _container.IsInstalling = true; try { InstallBindings(injectableMonoBehaviours); } finally { _container.IsInstalling = false; } if (PostInstall != null) { PostInstall(); } } void ResolveAndStart() { if (PreResolve != null) { PreResolve(); } _container.ResolveRoots(); if (PostResolve != null) { PostResolve(); } // Normally, the IInitializable.Initialize method would be called during MonoKernel.Start // However, this behaviour is undesirable for dynamically created objects, since Unity // has the strange behaviour of waiting until the end of the frame to call Start() on // dynamically created objects, which means that any GameObjectContext that is created // dynamically via a factory cannot be used immediately after calling Create(), since // it will not have been initialized // So we have chosen to diverge from Unity behaviour here and trigger IInitializable.Initialize // immediately - but only when the GameObjectContext is created dynamically. For any // GameObjectContext's that are placed in the scene, we still want to execute // IInitializable.Initialize during Start() if (gameObject.scene.isLoaded && !_container.IsValidating) { _kernel = _container.Resolve(); _kernel.Initialize(); } } protected override void GetInjectableMonoBehaviours(List monoBehaviours) { ZenUtilInternal.AddStateMachineBehaviourAutoInjectersUnderGameObject(gameObject); // We inject on all components on the root except ourself foreach (var monoBehaviour in GetComponents()) { if (monoBehaviour == null) { // Missing script continue; } if (!ZenUtilInternal.IsInjectableMonoBehaviourType(monoBehaviour.GetType())) { continue; } if (monoBehaviour == this) { continue; } monoBehaviours.Add(monoBehaviour); } for (int i = 0; i < transform.childCount; i++) { var child = transform.GetChild(i); if (child != null) { ZenUtilInternal.GetInjectableMonoBehavioursUnderGameObject( child.gameObject, monoBehaviours); } } } void InstallBindings(List injectableMonoBehaviours) { _container.DefaultParent = transform; _container.Bind().FromInstance(this); _container.Bind().FromInstance(this); if (_kernel == null) { _container.Bind() .To().FromNewComponentOn(gameObject).AsSingle().NonLazy(); } else { _container.Bind().FromInstance(_kernel).AsSingle().NonLazy(); } InstallSceneBindings(injectableMonoBehaviours); InstallInstallers(); } } } #endif