YooAsset/Assets/YooAsset/Runtime/AssetSystem/Operations/InstantiateOperation.cs

95 lines
1.9 KiB
C#

using UnityEngine;
namespace YooAsset
{
public sealed class InstantiateOperation : AsyncOperationBase
{
private enum ESteps
{
None,
Clone,
Done,
}
private readonly AssetOperationHandle _handle;
private readonly Vector3 _position;
private readonly Quaternion _rotation;
private readonly Transform _parent;
private ESteps _steps = ESteps.None;
/// <summary>
/// 实例化的游戏对象
/// </summary>
public GameObject Result = null;
internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
{
_handle = handle;
_position = position;
_rotation = rotation;
_parent = parent;
}
internal override void Start()
{
_steps = ESteps.Clone;
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.Clone)
{
if (_handle.IsValidWithWarning == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle)} is invalid.";
return;
}
if (_handle.IsDone == false)
return;
if (_handle.AssetObject == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
return;
}
// 实例化游戏对象
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
/// <summary>
/// 取消实例化对象操作
/// </summary>
public void Cancel()
{
if (IsDone == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"User cancelled !";
}
}
/// <summary>
/// 等待异步实例化结束
/// </summary>
public void WaitForAsyncComplete()
{
if (_steps == ESteps.Done)
return;
_handle.WaitForAsyncComplete();
Update();
}
}
}