157 lines
4.3 KiB
C#
157 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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public sealed class AssetOperationHandle : OperationHandleBase, IDisposable
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{
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private System.Action<AssetOperationHandle> _callback;
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internal AssetOperationHandle(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<AssetOperationHandle> 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($"{nameof(AssetOperationHandle)} is invalid");
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if (Provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(AssetOperationHandle)} 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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/// 资源对象
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/// </summary>
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public UnityEngine.Object AssetObject
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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.AssetObject;
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}
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}
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/// <summary>
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/// 获取资源对象
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/// </summary>
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/// <typeparam name="TAsset">资源类型</typeparam>
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public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
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{
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if (IsValidWithWarning == false)
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return null;
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return Provider.AssetObject as TAsset;
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}
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/// <summary>
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/// 同步初始化游戏对象
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/// </summary>
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public GameObject InstantiateSync()
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{
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return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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}
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public GameObject InstantiateSync(Transform parent)
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{
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return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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}
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public GameObject InstantiateSync(Transform parent, bool worldPositionStays)
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{
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return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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}
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public GameObject InstantiateSync(Vector3 position, Quaternion rotation)
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{
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return InstantiateSyncInternal(true, position, rotation, null, false);
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}
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public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent)
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{
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return InstantiateSyncInternal(true, position, rotation, parent, false);
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}
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/// <summary>
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/// 异步初始化游戏对象
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/// </summary>
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public InstantiateOperation InstantiateAsync()
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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}
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public InstantiateOperation InstantiateAsync(Transform parent)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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}
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public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation)
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{
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return InstantiateAsyncInternal(true, position, rotation, null, false);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent)
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{
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return InstantiateAsyncInternal(true, position, rotation, parent, false);
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}
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private GameObject InstantiateSyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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{
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if (IsValidWithWarning == 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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return InstantiateOperation.InstantiateInternal(Provider.AssetObject, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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}
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private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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{
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InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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OperationSystem.StartOperation(operation);
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return operation;
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}
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}
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}
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