diff --git a/Assets/YooAsset/Runtime/AssetSystem/Handles.meta b/Assets/YooAsset/Runtime/AssetSystem/Handles.meta
new file mode 100644
index 0000000..d3aa0af
--- /dev/null
+++ b/Assets/YooAsset/Runtime/AssetSystem/Handles.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 937392854b37d5043808598f2d0e07ec
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/AssetOperationHandle.cs b/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
similarity index 65%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/AssetOperationHandle.cs
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
index eabbed6..97ba1ac 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Operations/AssetOperationHandle.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
@@ -53,18 +53,29 @@ namespace YooAsset
}
///
- /// 初始化的游戏对象(只限于请求的资源对象类型为GameObject)
+ /// 同步初始化游戏对象
///
- public GameObject InstantiateObject
+ public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
{
- get
- {
- if (IsValid == false)
- return null;
- if (_provider.AssetObject == null)
- return null;
- return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject);
- }
+ if (IsValid == false)
+ return null;
+ if (_provider.AssetObject == null)
+ return null;
+
+ if (parent == null)
+ return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
+ else
+ return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
+ }
+
+ ///
+ /// 异步初始化游戏对象
+ ///
+ public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
+ {
+ InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
+ OperationSystem.ProcessOperaiton(operation);
+ return operation;
}
///
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/AssetOperationHandle.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs.meta
similarity index 100%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/AssetOperationHandle.cs.meta
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs.meta
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/OperationHandleBase.cs b/Assets/YooAsset/Runtime/AssetSystem/Handles/OperationHandleBase.cs
similarity index 100%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/OperationHandleBase.cs
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/OperationHandleBase.cs
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/OperationHandleBase.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Handles/OperationHandleBase.cs.meta
similarity index 100%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/OperationHandleBase.cs.meta
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/OperationHandleBase.cs.meta
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/SceneOperationHandle.cs b/Assets/YooAsset/Runtime/AssetSystem/Handles/SceneOperationHandle.cs
similarity index 60%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/SceneOperationHandle.cs
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/SceneOperationHandle.cs
index cfe9ae0..0281f88 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Operations/SceneOperationHandle.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Handles/SceneOperationHandle.cs
@@ -1,114 +1,9 @@
-using UnityEngine;
-using UnityEngine.SceneManagement;
+using UnityEngine.SceneManagement;
namespace YooAsset
{
public class SceneOperationHandle : OperationHandleBase
{
- ///
- /// 场景卸载异步操作类
- ///
- public class UnloadSceneOperation : AsyncOperationBase
- {
- private enum EFlag
- {
- Normal,
- Error,
- Skip,
- }
- private enum ESteps
- {
- None,
- UnLoad,
- Checking,
- Done,
- }
-
- private readonly EFlag _flag;
- private ESteps _steps = ESteps.None;
- private Scene _scene;
- private AsyncOperation _asyncOp;
-
- ///
- /// 场景卸载进度
- ///
- public float Progress
- {
- get
- {
- if (_asyncOp == null)
- return 0;
- return _asyncOp.progress;
- }
- }
-
- internal UnloadSceneOperation()
- {
- _flag = EFlag.Skip;
- }
- internal UnloadSceneOperation(string error)
- {
- _flag = EFlag.Error;
- Error = error;
- }
- internal UnloadSceneOperation(Scene scene)
- {
- _flag = EFlag.Normal;
- _scene = scene;
- }
- internal override void Start()
- {
- if (_flag == EFlag.Normal)
- {
- _steps = ESteps.UnLoad;
- }
- else if (_flag == EFlag.Skip)
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Succeed;
- }
- else if (_flag == EFlag.Error)
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- }
- else
- {
- throw new System.NotImplementedException(_flag.ToString());
- }
- }
- internal override void Update()
- {
- if (_steps == ESteps.None || _steps == ESteps.Done)
- return;
-
- if (_steps == ESteps.UnLoad)
- {
- if (_scene.IsValid() && _scene.isLoaded)
- {
- _asyncOp = SceneManager.UnloadSceneAsync(_scene);
- _steps = ESteps.Checking;
- }
- else
- {
- Error = "Scene is invalid or is not loaded.";
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- }
- }
-
- if (_steps == ESteps.Checking)
- {
- if (_asyncOp.isDone == false)
- return;
-
- _steps = ESteps.Done;
- Status = EOperationStatus.Succeed;
- }
- }
- }
-
-
private System.Action _callback;
internal SceneOperationHandle(ProviderBase provider) : base(provider)
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/SceneOperationHandle.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Handles/SceneOperationHandle.cs.meta
similarity index 100%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/SceneOperationHandle.cs.meta
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/SceneOperationHandle.cs.meta
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs b/Assets/YooAsset/Runtime/AssetSystem/Handles/SubAssetsOperationHandle.cs
similarity index 95%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/SubAssetsOperationHandle.cs
index 0956310..9443f6b 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Handles/SubAssetsOperationHandle.cs
@@ -47,7 +47,7 @@ namespace YooAsset
{
if (IsValid == false)
return null;
- return _provider.AllAssets;
+ return _provider.AllAssetObjects;
}
}
@@ -61,7 +61,7 @@ namespace YooAsset
if (IsValid == false)
return null;
- foreach (var asset in _provider.AllAssets)
+ foreach (var asset in _provider.AllAssetObjects)
{
if (asset.name == assetName)
return asset as TObject;
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Handles/SubAssetsOperationHandle.cs.meta
similarity index 100%
rename from Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs.meta
rename to Assets/YooAsset/Runtime/AssetSystem/Handles/SubAssetsOperationHandle.cs.meta
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs b/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs
new file mode 100644
index 0000000..6c8bae7
--- /dev/null
+++ b/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs
@@ -0,0 +1,67 @@
+using UnityEngine;
+
+namespace YooAsset
+{
+ public class InstantiateOperation : AsyncOperationBase
+ {
+ private enum ESteps
+ {
+ None,
+ Clone,
+ Done,
+ }
+
+ private readonly AssetOperationHandle _handle;
+ private readonly Vector3 _position;
+ private readonly Quaternion _rotation;
+ private readonly Transform _parent;
+ private ESteps _steps = ESteps.None;
+
+ ///
+ /// 实例化的游戏对象
+ ///
+ public GameObject Result = null;
+
+
+ internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
+ {
+ _handle = handle;
+ _position = position;
+ _rotation = rotation;
+ _parent = parent;
+ }
+ internal override void Start()
+ {
+ _steps = ESteps.Clone;
+ }
+ internal override void Update()
+ {
+ if (_steps == ESteps.None || _steps == ESteps.Done)
+ return;
+
+ if (_steps == ESteps.Clone)
+ {
+ if (_handle.IsValid == false)
+ {
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Failed;
+ Error = $"{nameof(AssetOperationHandle)} is invalid.";
+ }
+ if (_handle.AssetObject == null)
+ {
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Failed;
+ Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
+ }
+
+ if (_parent == null)
+ Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation);
+ else
+ Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
+
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Succeed;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs.meta
new file mode 100644
index 0000000..99282ee
--- /dev/null
+++ b/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8e7d3b16d9b01f548b4654e958d43a37
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs b/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs
new file mode 100644
index 0000000..909e28b
--- /dev/null
+++ b/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs
@@ -0,0 +1,108 @@
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace YooAsset
+{
+ ///
+ /// 场景卸载异步操作类
+ ///
+ public class UnloadSceneOperation : AsyncOperationBase
+ {
+ private enum EFlag
+ {
+ Normal,
+ Error,
+ Skip,
+ }
+ private enum ESteps
+ {
+ None,
+ UnLoad,
+ Checking,
+ Done,
+ }
+
+ private readonly EFlag _flag;
+ private ESteps _steps = ESteps.None;
+ private Scene _scene;
+ private AsyncOperation _asyncOp;
+
+ ///
+ /// 场景卸载进度
+ ///
+ public float Progress
+ {
+ get
+ {
+ if (_asyncOp == null)
+ return 0;
+ return _asyncOp.progress;
+ }
+ }
+
+ internal UnloadSceneOperation()
+ {
+ _flag = EFlag.Skip;
+ }
+ internal UnloadSceneOperation(string error)
+ {
+ _flag = EFlag.Error;
+ Error = error;
+ }
+ internal UnloadSceneOperation(Scene scene)
+ {
+ _flag = EFlag.Normal;
+ _scene = scene;
+ }
+ internal override void Start()
+ {
+ if (_flag == EFlag.Normal)
+ {
+ _steps = ESteps.UnLoad;
+ }
+ else if (_flag == EFlag.Skip)
+ {
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Succeed;
+ }
+ else if (_flag == EFlag.Error)
+ {
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Failed;
+ }
+ else
+ {
+ throw new System.NotImplementedException(_flag.ToString());
+ }
+ }
+ internal override void Update()
+ {
+ if (_steps == ESteps.None || _steps == ESteps.Done)
+ return;
+
+ if (_steps == ESteps.UnLoad)
+ {
+ if (_scene.IsValid() && _scene.isLoaded)
+ {
+ _asyncOp = SceneManager.UnloadSceneAsync(_scene);
+ _steps = ESteps.Checking;
+ }
+ else
+ {
+ Error = "Scene is invalid or is not loaded.";
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Failed;
+ }
+ }
+
+ if (_steps == ESteps.Checking)
+ {
+ if (_asyncOp.isDone == false)
+ return;
+
+ _steps = ESteps.Done;
+ Status = EOperationStatus.Succeed;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs.meta b/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs.meta
new file mode 100644
index 0000000..3ce7aeb
--- /dev/null
+++ b/Assets/YooAsset/Runtime/AssetSystem/Operations/UnloadSceneOperation.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5299512de5ab5c141ae37dac6ee1721e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Provider/BundledSubAssetsProvider.cs b/Assets/YooAsset/Runtime/AssetSystem/Provider/BundledSubAssetsProvider.cs
index 849cb5e..e70d94a 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Provider/BundledSubAssetsProvider.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Provider/BundledSubAssetsProvider.cs
@@ -62,9 +62,9 @@ namespace YooAsset
if (IsWaitForAsyncComplete)
{
if (AssetType == null)
- AllAssets = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName);
+ AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName);
else
- AllAssets = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName, AssetType);
+ AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName, AssetType);
}
else
{
@@ -85,17 +85,17 @@ namespace YooAsset
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity asset.");
- AllAssets = _cacheRequest.allAssets;
+ AllAssetObjects = _cacheRequest.allAssets;
}
else
{
if (_cacheRequest.isDone == false)
return;
- AllAssets = _cacheRequest.allAssets;
+ AllAssetObjects = _cacheRequest.allAssets;
}
}
- Status = AllAssets == null ? EStatus.Fail : EStatus.Success;
+ Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
YooLogger.Warning($"Failed to load sub assets : {AssetName} from bundle : {OwnerBundle.BundleFileInfo.BundleName}");
InvokeCompletion();
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSubAssetsProvider.cs b/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSubAssetsProvider.cs
index 4bfe499..9b1fd54 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSubAssetsProvider.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSubAssetsProvider.cs
@@ -52,7 +52,7 @@ namespace YooAsset
{
if (AssetType == null)
{
- AllAssets = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
+ AllAssetObjects = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
}
else
{
@@ -63,7 +63,7 @@ namespace YooAsset
if (findAsset.GetType() == AssetType)
result.Add(findAsset);
}
- AllAssets = result.ToArray();
+ AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
}
@@ -71,7 +71,7 @@ namespace YooAsset
// 2. 检测加载结果
if (Status == EStatus.Checking)
{
- Status = AllAssets == null ? EStatus.Fail : EStatus.Success;
+ Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
YooLogger.Warning($"Failed to load sub assets : {AssetName}");
InvokeCompletion();
diff --git a/Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs b/Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs
index 19f8c07..2688acd 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs
@@ -38,7 +38,7 @@ namespace YooAsset
///
/// 获取的资源对象集合
///
- public UnityEngine.Object[] AllAssets { protected set; get; }
+ public UnityEngine.Object[] AllAssetObjects { protected set; get; }
///
/// 获取的场景对象
@@ -210,7 +210,7 @@ namespace YooAsset
}
}
- // 异步操作相关
+ #region 异步编程相关
private System.Threading.EventWaitHandle _waitHandle;
private System.Threading.WaitHandle WaitHandle
{
@@ -230,5 +230,6 @@ namespace YooAsset
}
_waitHandle?.Set();
}
+ #endregion
}
}
\ No newline at end of file
diff --git a/Assets/YooAsset/Runtime/OperationSystem/AsyncOperationBase.cs b/Assets/YooAsset/Runtime/OperationSystem/AsyncOperationBase.cs
index 2514f93..71f7b18 100644
--- a/Assets/YooAsset/Runtime/OperationSystem/AsyncOperationBase.cs
+++ b/Assets/YooAsset/Runtime/OperationSystem/AsyncOperationBase.cs
@@ -53,9 +53,10 @@ namespace YooAsset
internal void Finish()
{
_callback?.Invoke(this);
+ _waitHandle?.Set();
}
- #region 异步相关
+ #region 异步编程相关
public bool MoveNext()
{
return !IsDone;
@@ -64,6 +65,29 @@ namespace YooAsset
{
}
public object Current => null;
+
+ private System.Threading.EventWaitHandle _waitHandle;
+ private System.Threading.WaitHandle WaitHandle
+ {
+ get
+ {
+ if (_waitHandle == null)
+ _waitHandle = new System.Threading.EventWaitHandle(false, System.Threading.EventResetMode.ManualReset);
+ _waitHandle.Reset();
+ return _waitHandle;
+ }
+ }
+ public System.Threading.Tasks.Task Task
+ {
+ get
+ {
+ var handle = WaitHandle;
+ return System.Threading.Tasks.Task.Factory.StartNew(o =>
+ {
+ handle.WaitOne();
+ }, this);
+ }
+ }
#endregion
}
}
\ No newline at end of file