Reflex is an Dependency Injection framework for Unity. Making your classes independent of its dependencies, granting better separation of concerns. It achieves that by decoupling the usage of an object from its creation. This helps you to follow SOLID’s dependency inversion and single responsibility principles. Making your project more readable, testable and scalable.
Features
- Blazing fast
- IL2CPP Friendly
- Minimal code base
- Contructor injection
[Inject]
Property, field and method injection attribute
Performance
Resolving ten thousand times a transient dependency with four levels of chained dependencies. See NestedBenchmarkReflex.cs.
Android
Mono | IL2CPP | ||||||||||||||||||||||||
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Windows
Mono | IL2CPP | ||||||||||||||||||||||||
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The performance on
IL2CPP (AOT)
backend is not so good because the expressions are actually interpreted, unlikeMono (JIT)
, where they are actually compiled.
I'm investigating whether dealing with IL Reweaving is worth the complexity it brings.
Installation
Requires Unity 2019+
Install via UPM (using Git URL)
"com.gustavopsantos.reflex": "https://github.com/gustavopsantos/reflex.git?path=/Assets/Reflex/#3.5.1"
Install manually (using .unitypackage)
- Download the .unitypackage from releases page.
- Import Reflex.X.X.X.unitypackage
Getting Started
Installing Bindings
Create a Installer to install your bindings in the project context, and remember to add this component in the ProjectContext prefab, and reference it in the Installers list of the ProjectContext. See ProjectContext.prefab.
public class ProjectInstaller : Installer
{
public override void InstallBindings(Container container)
{
container.BindInstance<int>(42);
container.BindTransient<IDependencyOne, DependencyOne>();
container.BindSingleton<IDependencyTwo, DependencyTwo>();
}
}
MonoBehaviour Injection
Be aware that fields and properties with [Inject] are injected only into pre-existing MonoBehaviours within the scene after the SceneManager.sceneLoaded event, which happens after Awake and before Start. See MonoInjector.cs.
If you want to instantiate a MonoBehaviour/Component at runtime and wants injection to happen, use the
Instantiate
method from Container.
public class MonoBehaviourInjection : MonoBehaviour
{
[Inject] private readonly Container _container;
[Inject] public IDependencyOne DependencyOne { get; private set; }
[Inject]
private void Inject(Container container, IDependencyOne dependencyOne)
{
var dependencyTwo = container
.Resolve(typeof(IDependencyTwo));
}
private void Start()
{
var dependencyTwo = _container
.Resolve(typeof(IDependencyTwo));
var answerForLifeTheUniverseAndEverything = _container
.Resolve<int>();
}
}
Non MonoBehaviour Injection
public class NonMonoBehaviourInjection
{
private readonly Container _container;
private readonly IDependencyOne _dependencyOne;
private readonly int _answerForLifeTheUniverseAndEverything;
public NonMonoBehaviourInjection(Container container, IDependencyOne dependencyOne, int answerForLifeTheUniverseAndEverything)
{
_container = container;
_dependencyOne = dependencyOne;
_answerForLifeTheUniverseAndEverything = answerForLifeTheUniverseAndEverything;
}
}
Order of Execution when a Scene is Loaded
Events |
---|
SceneContext.Awake(DefaultExecutionOrder(-10000)) |
↓ |
Reflex.Injectors.SceneInjector.Inject |
↓ |
MonoBehaviour.Awake |
↓ |
MonoBehaviour.Start |
Reflex.Injectors.SceneInjector.Inject
injects fields, properties and methods decorated with [Inject] attribute.
Contexts
Project Context
A single prefab named ProjectContext
that should live inside a Resources
folder and should contain a ProjectContext
component attached
Non-Obligatory to have
Scene Context
A single root gameobject per scene that should contain a SceneContext
component attached
Non-Obligatory to have, but scenes without it wont be injected
Bindings
Bind Function
Binds a function to a type. Every time resolve is called to this binding, the function binded will be invoked.
Bind Instance
Binds a object instance to a type. Every time resolve is called, this instance will be returned.
Instances provided by the user, since not created by Reflex, will not be disposed automatically, we strongly recomend using BindSingleton.
Bind Transient
Binds a factory. Every time the resolve is called, a new instance will be provided.
Instances will be disposed once the container that provided the instances are disposed.
Bind Singleton
Binds a factory. Every time the resolve is called, the same instance will be provided.
The instance will be disposed once the container that provided the instance are disposed.
Author
License
Reflex is licensed under the MIT license, so you can comfortably use it in commercial applications (We still love contributions though).