157 lines
4.0 KiB
C#
157 lines
4.0 KiB
C#
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
|
|
namespace YooAsset
|
|
{
|
|
public sealed class AssetOperationHandle : OperationHandleBase
|
|
{
|
|
private System.Action<AssetOperationHandle> _callback;
|
|
|
|
internal AssetOperationHandle(ProviderBase provider) : base(provider)
|
|
{
|
|
}
|
|
internal override void InvokeCallback()
|
|
{
|
|
_callback?.Invoke(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 完成委托
|
|
/// </summary>
|
|
public event System.Action<AssetOperationHandle> Completed
|
|
{
|
|
add
|
|
{
|
|
if (IsValid == false)
|
|
throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
|
|
if (Provider.IsDone)
|
|
value.Invoke(this);
|
|
else
|
|
_callback += value;
|
|
}
|
|
remove
|
|
{
|
|
if (IsValid == false)
|
|
throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
|
|
_callback -= value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 资源对象
|
|
/// </summary>
|
|
public UnityEngine.Object AssetObject
|
|
{
|
|
get
|
|
{
|
|
if (IsValid == false)
|
|
return null;
|
|
return Provider.AssetObject;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取资源对象
|
|
/// </summary>
|
|
/// <typeparam name="TAsset">资源类型</typeparam>
|
|
public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
|
|
{
|
|
if (IsValid == false)
|
|
return null;
|
|
return Provider.AssetObject as TAsset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 等待异步执行完毕
|
|
/// </summary>
|
|
public void WaitForAsyncComplete()
|
|
{
|
|
if (IsValid == false)
|
|
return;
|
|
Provider.WaitForAsyncComplete();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 释放资源句柄
|
|
/// </summary>
|
|
public void Release()
|
|
{
|
|
this.ReleaseInternal();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// 同步初始化游戏对象
|
|
/// </summary>
|
|
/// <param name="parent">父类对象</param>
|
|
/// <returns></returns>
|
|
public GameObject InstantiateSync(Transform parent = null)
|
|
{
|
|
return InstantiateSyncInternal(Vector3.zero, Quaternion.identity, parent, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 同步初始化游戏对象
|
|
/// </summary>
|
|
/// <param name="position">坐标</param>
|
|
/// <param name="rotation">角度</param>
|
|
/// <param name="parent">父类对象</param>
|
|
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
|
|
{
|
|
return InstantiateSyncInternal(position, rotation, parent, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步初始化游戏对象
|
|
/// </summary>
|
|
/// <param name="parent">父类对象</param>
|
|
public InstantiateOperation InstantiateAsync(Transform parent = null)
|
|
{
|
|
return InstantiateAsyncInternal(Vector3.zero, Quaternion.identity, parent, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步初始化游戏对象
|
|
/// </summary>
|
|
/// <param name="position">坐标</param>
|
|
/// <param name="rotation">角度</param>
|
|
/// <param name="parent">父类对象</param>
|
|
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
|
|
{
|
|
return InstantiateAsyncInternal(position, rotation, parent, true);
|
|
}
|
|
|
|
|
|
private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
|
|
{
|
|
if (IsValid == false)
|
|
return null;
|
|
if (Provider.AssetObject == null)
|
|
return null;
|
|
|
|
GameObject result;
|
|
if (setPositionRotation)
|
|
{
|
|
if (parent == null)
|
|
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
|
|
else
|
|
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
|
|
}
|
|
else
|
|
{
|
|
if (parent == null)
|
|
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
|
|
else
|
|
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
|
|
}
|
|
return result;
|
|
}
|
|
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
|
|
{
|
|
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
|
|
OperationSystem.StartOperaiton(operation);
|
|
return operation;
|
|
}
|
|
}
|
|
}
|