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| 1 | +/* |
| 2 | +$v=true |
| 3 | +$p=3 |
| 4 | +$i=false |
| 5 | +$d=Unity scene scopes |
| 6 | +$h=Demonstrates Unity-style scoped lifetime boundaries where Unity creates MonoBehaviour instances and Pure.DI builds them up without constructors. |
| 7 | +$h=Each loaded scene has its own scope, so scoped services are shared inside one scene and isolated from another scene. |
| 8 | +$f=>[!NOTE] |
| 9 | +$f=>In a real Unity project the scene objects are created by Unity. The sample uses constructors only to simulate serialized references in a test. |
| 10 | +$r=Shouldly |
| 11 | +*/ |
| 12 | + |
| 13 | +// ReSharper disable ClassNeverInstantiated.Local |
| 14 | +// ReSharper disable CheckNamespace |
| 15 | +// ReSharper disable UnusedParameter.Local |
| 16 | +// ReSharper disable ArrangeTypeModifiers |
| 17 | +// ReSharper disable UnusedTypeParameter |
| 18 | +// ReSharper disable UnusedParameterInPartialMethod |
| 19 | +// ReSharper disable UnusedMember.Local |
| 20 | +// ReSharper disable ArrangeTypeMemberModifiers |
| 21 | +// ReSharper disable InconsistentNaming |
| 22 | +// ReSharper disable UnusedMember.Global |
| 23 | +// ReSharper disable ConvertToPrimaryConstructor |
| 24 | +// ReSharper disable UnassignedField.Global |
| 25 | +// ReSharper disable FieldCanBeMadeReadOnly.Local |
| 26 | +// ReSharper disable ConvertConstructorToMemberInitializers |
| 27 | +#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value |
| 28 | +#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider adding the 'required' modifier or declaring as nullable. |
| 29 | +namespace Pure.DI.UsageTests.Unity.UnitySceneScopesScenario; |
| 30 | + |
| 31 | +using Shouldly; |
| 32 | +using UnityEngine; |
| 33 | +using Xunit; |
| 34 | +using static Lifetime; |
| 35 | + |
| 36 | +// { |
| 37 | +//# using Pure.DI; |
| 38 | +//# using UnityEngine; |
| 39 | +//# using static Pure.DI.Lifetime; |
| 40 | +// } |
| 41 | + |
| 42 | +public class Scenario |
| 43 | +{ |
| 44 | + [Fact] |
| 45 | + public void Run() |
| 46 | + { |
| 47 | +// { |
| 48 | + // Application scope: one root for shared singletons. |
| 49 | + var application = new Scope("Application"); |
| 50 | + |
| 51 | + // Unity loads two scenes. Each scene has its own MonoBehaviour scope object. |
| 52 | + var menuScene = Scope.SetupScope(application, new Scope("Menu")); |
| 53 | + var levelScene = Scope.SetupScope(application, new Scope("Level")); |
| 54 | + |
| 55 | + // Unity creates MonoBehaviour instances. Pure.DI only builds them up. |
| 56 | + var menuClock1 = new Clock(menuScene); |
| 57 | + var menuClock2 = new Clock(menuScene); |
| 58 | + var levelClock = new Clock(levelScene); |
| 59 | + |
| 60 | + menuClock1.Awake(); |
| 61 | + menuClock2.Awake(); |
| 62 | + levelClock.Awake(); |
| 63 | + |
| 64 | + // Same scene => same scoped dependency. |
| 65 | + menuClock1.Session.ShouldBe(menuClock2.Session); |
| 66 | + |
| 67 | + // Different scenes => different scoped dependencies. |
| 68 | + menuClock1.Session.ShouldNotBe(levelClock.Session); |
| 69 | + |
| 70 | + // Singleton dependency is still shared from the application scope. |
| 71 | + menuClock1.ClockService.ShouldBe(levelClock.ClockService); |
| 72 | + |
| 73 | + menuScene.Dispose(); |
| 74 | + menuClock1.Session.IsDisposed.ShouldBeTrue(); |
| 75 | + levelClock.Session.IsDisposed.ShouldBeFalse(); |
| 76 | + |
| 77 | + levelScene.Dispose(); |
| 78 | + levelClock.Session.IsDisposed.ShouldBeTrue(); |
| 79 | + |
| 80 | + application.Dispose(); |
| 81 | + menuClock1.ClockService.IsDisposed.ShouldBeTrue(); |
| 82 | +// } |
| 83 | + } |
| 84 | +} |
| 85 | + |
| 86 | +// { |
| 87 | +public class Clock : MonoBehaviour |
| 88 | +{ |
| 89 | + [SerializeField] Scope scope; |
| 90 | +// } |
| 91 | + public Clock(Scope scope) |
| 92 | + { |
| 93 | + this.scope = scope; |
| 94 | + } |
| 95 | +// { |
| 96 | + [Dependency] |
| 97 | + public IClockService ClockService { get; set; } |
| 98 | + |
| 99 | + [Dependency] |
| 100 | + public IClockSession Session { get; set; } |
| 101 | + |
| 102 | + public void Awake() |
| 103 | + { |
| 104 | + scope.BuildUp(this); |
| 105 | + } |
| 106 | +} |
| 107 | + |
| 108 | +public interface IClockConfig |
| 109 | +{ |
| 110 | + TimeSpan Offset { get; } |
| 111 | +} |
| 112 | + |
| 113 | +[CreateAssetMenu(fileName = "ClockConfig", menuName = "Clock/Config")] |
| 114 | +public class ClockConfig : ScriptableObject, IClockConfig |
| 115 | +{ |
| 116 | + [SerializeField] int offsetHours; |
| 117 | +// } |
| 118 | + public ClockConfig() |
| 119 | + { |
| 120 | + offsetHours = 3; |
| 121 | + } |
| 122 | +// { |
| 123 | + public TimeSpan Offset => TimeSpan.FromHours(offsetHours); |
| 124 | +} |
| 125 | + |
| 126 | +public interface IClockService |
| 127 | +{ |
| 128 | + DateTime Now { get; } |
| 129 | + |
| 130 | + bool IsDisposed { get; } |
| 131 | +} |
| 132 | + |
| 133 | +public class ClockService(IClockConfig config) : IClockService, IDisposable |
| 134 | +{ |
| 135 | + public DateTime Now => DateTime.UtcNow + config.Offset; |
| 136 | + |
| 137 | + public bool IsDisposed { get; private set; } |
| 138 | + |
| 139 | + public void Dispose() => IsDisposed = true; |
| 140 | +} |
| 141 | + |
| 142 | +public interface IClockSession |
| 143 | +{ |
| 144 | + string SceneName { get; } |
| 145 | + |
| 146 | + bool IsDisposed { get; } |
| 147 | +} |
| 148 | + |
| 149 | +public class ClockSession([Tag("scene name")] string sceneName) : IClockSession, IDisposable |
| 150 | +{ |
| 151 | + public string SceneName { get; } = sceneName; |
| 152 | + |
| 153 | + public bool IsDisposed { get; private set; } |
| 154 | + |
| 155 | + public void Dispose() => IsDisposed = true; |
| 156 | +} |
| 157 | + |
| 158 | +public partial class Scope : MonoBehaviour |
| 159 | +{ |
| 160 | + [SerializeField] ClockConfig clockConfig; |
| 161 | + [SerializeField] string sceneName; |
| 162 | +// } |
| 163 | + public Scope(string sceneName) |
| 164 | + { |
| 165 | + clockConfig = new ClockConfig(); |
| 166 | + this.sceneName = sceneName; |
| 167 | + } |
| 168 | + // Resolve = Off |
| 169 | + // ToString = Off |
| 170 | +// { |
| 171 | + void Setup() => DI.Setup() |
| 172 | + .Hint(Hint.ScopeMethodName, "SetupScope") |
| 173 | + .Bind().To(() => clockConfig) |
| 174 | + .Bind("scene name").To(_ => sceneName) |
| 175 | + .Bind<IClockService>().As(Singleton).To<ClockService>() |
| 176 | + .Bind<IClockSession>().As(Scoped).To<ClockSession>() |
| 177 | + .Builders<MonoBehaviour>(); |
| 178 | + |
| 179 | + void OnDestroy() |
| 180 | + { |
| 181 | + Dispose(); |
| 182 | + } |
| 183 | +} |
| 184 | +// } |
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