Update asset system
parent
72a49d0ed8
commit
e9af0c7042
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@ -87,7 +87,7 @@ namespace YooAsset
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/// <returns></returns>
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public GameObject InstantiateSync(Transform parent = null)
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{
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return InstantiateSyncInternal(Vector3.zero, Quaternion.identity, parent, false);
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return InstantiateSyncInternal(Vector3.zero, Quaternion.identity, parent);
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}
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/// <summary>
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@ -98,7 +98,7 @@ namespace YooAsset
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/// <param name="parent">父类对象</param>
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public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
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{
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return InstantiateSyncInternal(position, rotation, parent, true);
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return InstantiateSyncInternal(position, rotation, parent);
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}
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/// <summary>
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@ -107,7 +107,7 @@ namespace YooAsset
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/// <param name="parent">父类对象</param>
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public InstantiateOperation InstantiateAsync(Transform parent = null)
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{
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return InstantiateAsyncInternal(Vector3.zero, Quaternion.identity, parent, false);
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return InstantiateAsyncInternal(Vector3.zero, Quaternion.identity, parent);
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}
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/// <summary>
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@ -118,37 +118,23 @@ namespace YooAsset
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/// <param name="parent">父类对象</param>
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
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{
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return InstantiateAsyncInternal(position, rotation, parent, true);
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return InstantiateAsyncInternal(position, rotation, parent);
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}
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private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent)
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{
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if (IsValid == false)
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return null;
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if (Provider.AssetObject == null)
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return null;
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GameObject result;
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if (setPositionRotation)
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{
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if (parent == null)
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
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else
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
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}
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else
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{
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if (parent == null)
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
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else
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
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}
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return result;
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GameObject clone = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
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return clone;
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}
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private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent)
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{
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
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OperationSystem.StartOperation(operation);
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return operation;
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}
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@ -15,7 +15,6 @@ namespace YooAsset
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private readonly Vector3 _position;
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private readonly Quaternion _rotation;
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private readonly Transform _parent;
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private readonly bool _setPositionRotation;
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private ESteps _steps = ESteps.None;
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/// <summary>
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@ -24,13 +23,12 @@ namespace YooAsset
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public GameObject Result = null;
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internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
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{
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_handle = handle;
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_position = position;
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_rotation = rotation;
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_parent = parent;
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_setPositionRotation = setPositionRotation;
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}
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internal override void Start()
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{
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@ -62,20 +60,8 @@ namespace YooAsset
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return;
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}
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if (_setPositionRotation)
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{
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if (_parent == null)
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Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation);
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else
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Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
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}
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else
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{
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if (_parent == null)
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Result = Object.Instantiate(_handle.AssetObject as GameObject);
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else
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Result = Object.Instantiate(_handle.AssetObject as GameObject, _parent);
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}
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// 实例化游戏对象
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Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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@ -94,5 +80,16 @@ namespace YooAsset
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Error = $"User cancelled !";
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}
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}
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/// <summary>
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/// 等待异步实例化结束
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (_steps == ESteps.Done)
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return;
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_handle.WaitForAsyncComplete();
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Update();
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}
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}
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}
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@ -9,7 +9,6 @@ namespace YooAsset
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{
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/// <summary>
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/// 编辑器下的模拟模式
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/// 注意:在初始化的时候自动构建真机模拟环境。
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/// </summary>
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EditorSimulateMode,
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