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

157 lines
4.3 KiB
C#

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