parent
11e03c7a13
commit
f38d663e9d
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@ -75,7 +75,7 @@ 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 InstantiateSync(Vector3.zero, Quaternion.identity, parent);
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return InstantiateSyncInternal(Vector3.zero, Quaternion.identity, parent, false);
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}
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/// <summary>
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@ -86,15 +86,7 @@ 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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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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if (parent == null)
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
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else
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
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return InstantiateSyncInternal(position, rotation, parent, true);
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}
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/// <summary>
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@ -103,7 +95,7 @@ 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 InstantiateAsync(Vector3.zero, Quaternion.identity, parent);
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return InstantiateAsyncInternal(Vector3.zero, Quaternion.identity, parent, false);
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}
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/// <summary>
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@ -114,7 +106,35 @@ 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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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
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return InstantiateAsyncInternal(position, rotation, parent, true);
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}
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private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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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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if (setPositionRotation)
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{
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if (parent == null)
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
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else
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return 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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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject);
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else
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, parent);
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}
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}
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private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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{
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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@ -15,6 +15,7 @@ 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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@ -23,12 +24,13 @@ namespace YooAsset
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public GameObject Result = null;
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internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
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internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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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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@ -54,10 +56,20 @@ namespace YooAsset
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Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
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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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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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