Plain C# Classes
There are various ways to use Register.
Let's take the following complex type as an example.
class ServiceA : IServiceA, IInputPort, IDisposable { /* ... */ }
Register Concrete Type
builder.Register<ServiceA>(Lifetime.Singleton);
It can resolve like this:
class ClassA
{
public ClassA(ServiceA serviceA) { /* ... */ }
}
Register as Interface
builder.Register<IServiceA, ServiceA>();
It can resolve like this:
class ClassA
{
public ClassA(IServiceA serviceA) { /* ... */ }
}
Register as Multiple Interfaces
builder.Register<ServiceA>(Lifetime.Singleton)
.As<IServiceA, IInputPort>();
It can resolve like this:
class ClassA
{
public ClassA(IServiceA serviceA) { /* ... */ }
}
class ClassB
{
public ClassB(IInputPort inputPort) { /* ... */ }
}
Register All Implemented Interfaces Automatically
builder.Register<ServiceA>(Lifetime.Singleton)
.AsImplementedInterfaces();
It can resolve like this:
class ClassA
{
public ClassA(IServiceA serviceA) { /* ... */ }
}
class ClassB
{
public ClassB(IInputPort inputPort) { /* ... */ }
}
Register All Implemented Interfaces and Concrete Type
builder.Register<ServiceA>(Lifetime.Singleton)
.AsImplementedInterfaces()
.AsSelf();
It can resolve like this:
class ClassA
{
public ClassA(IServiceA serviceA) { /* ... */ }
}
class ClassB
{
public ClassB(IInputPort inputPort) { /* ... */ }
}
class ClassC
{
public ClassC(ServiceA serviceA) { /* ... */ }
}
Register Lifecycle Marker Interfaces
class GameController : IStartable, ITickable, IDisposable { /* ... */ }
builder.RegisterEntryPoint<GameController>();
This is similar to Register<GameController>(Lifetime.Singleton).AsImplementedInterfaces() .
The key difference is whether it runs in PlayerLoopSystem or not.
If you want to customize the exception handling for entry points, you can register a callback with the following.
builder.RegisterEntryPointExceptionHandler(ex =>
{
UnityEngine.Debug.LogException(ex);
// Additional process ...
});
If you have multiple EntryPoints, you have the option to use the following declaration as grouping.
builder.UseEntryPoints(entryPoints =>
{
entryPoints.Add<ScopedEntryPointA>();
entryPoints.Add<ScopedEntryPointB>();
entryPoints.Add<ScopedEntryPointC>().AsSelf();
entryPoints.OnException(ex => ...)
});
This is the same as:
builder.RegisterEntryPoint<ScopedEntryPointA>();
builder.RegisterEntryPoint<ScopedEntryPointB>();
builder.RegisterEntryPoint<ScopedEntryPointC>().AsSelf();
builder.RegisterEntryPointExceptionHandler(ex => ...);
See the Plain C# Entry point section for more information.
Register Open Generics
VContainer supports registering open generic types. See Open Generics for more details.