YooAsset/Assets/YooAsset/Runtime/AssetSystem/Handles/AllAssetsOperationHandle.cs

80 lines
1.5 KiB
C#

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