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  • Unity如何加载泛型配置

    Unity提供Automatic Type Lookup,你可以在配置节中定义assembly和namespace,比如mscorlib和System:

    <unity xmlns=”http://schemas.microsoft.com/practices/2010/unity”>
      <namespace name=”System” />
      <assembly name=”mscorlib, 2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089″ />
    
      <container />
    </unity>

    你可以为类型定义别名,默认Unity为基元类型定义了对应的别名,等同于C#中的关键字。比如System.Int32对应int(下面的int别名可以省略):

    <unity xmlns=”http://schemas.microsoft.com/practices/2010/unity”>
      <namespace name=”System” />
      <assembly name=”mscorlib, 2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089″ />
    
      <alias alias=”int” type=”System.Int32″ />
    
      <container />
    </unity>

    泛型是一种特殊类型,它不同于一般的类型定义。比如对于Dictionary<String, Int32>它的类型输出是:System.Collections.Generic.Dictionary`2[System.String,System.Int32]。在Unity中可以通过以下语法配置:

    IList<T> => IList[T]
    IDictionary<K, V> => IDictionary[K, V]

    假设现在要注册一个IDictionary<String, Int32>的实现:

    <unity xmlns=”http://schemas.microsoft.com/practices/2010/unity”>
      <namespace name=”System” />
      <namespace name=”System.Collections.Generic” />
      <assembly name=”mscorlib, 2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089″ />
    
      <container>
        <register type=”IDictionary[string, int]” mapTo=”Dictionary[string, int]“>
          <constructor />
        </register>
      </container>
    </unity>

    如果没有自定义别名,可以在对应的类型中以[]方式添加完成的类型信息:

    <unity xmlns=”http://schemas.microsoft.com/practices/2010/unity”>
      <namespace name=”System” />
      <namespace name=”System.Collections.Generic” />
      <assembly name=”mscorlib, 2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089″ />
    
      <container>
        <register type=”IDictionary[string, [System.Int32]]” mapTo=”Dictionary[string, [System.Int32]]”>
          <constructor />
        </register>
      </container>
    </unity>

    需要注意的是一个类型有多个构造函数时,需要显示指定一个构造函数。比如Dictionary[K, V]拥有三个构造函数。

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  • 原文地址:https://www.cnblogs.com/junchu25/p/2631472.html
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