80 lines
1.5 KiB
C#
80 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace YooAsset
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{
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public sealed class AllAssetsOperationHandle : OperationHandleBase, IDisposable
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{
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private System.Action<AllAssetsOperationHandle> _callback;
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internal AllAssetsOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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{
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_callback?.Invoke(this);
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<AllAssetsOperationHandle> Completed
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{
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add
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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if (Provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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_callback -= value;
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}
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValidWithWarning == false)
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return;
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Provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Dispose()
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{
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this.ReleaseInternal();
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}
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/// <summary>
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/// 子资源对象集合
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/// </summary>
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public UnityEngine.Object[] AllAssetObjects
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{
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get
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{
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if (IsValidWithWarning == false)
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return null;
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return Provider.AllAssetObjects;
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}
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}
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}
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} |