pull/418/head
何冠峰 2024-12-13 14:10:12 +08:00
parent 5f4e1d0b2f
commit 4b0c52d2dd
1 changed files with 6 additions and 6 deletions

View File

@ -22,7 +22,7 @@ namespace YooAsset
private readonly bool _actived; private readonly bool _actived;
private ESteps _steps = ESteps.None; private ESteps _steps = ESteps.None;
#if UNITY_2022_3_OR_NEWER #if UNITY_2023_3_OR_NEWER
private AsyncInstantiateOperation _instantiateAsync; private AsyncInstantiateOperation _instantiateAsync;
#endif #endif
@ -73,7 +73,7 @@ namespace YooAsset
return; return;
} }
#if UNITY_2022_3_OR_NEWER #if UNITY_2023_3_OR_NEWER
//TODO //TODO
// BUG环境Windows平台Unity2022.3.41f1版本,编辑器模式。 // BUG环境Windows平台Unity2022.3.41f1版本,编辑器模式。
// BUG描述异步实例化Prefab预制体有概率丢失Mono脚本里序列化的数组里某个成员 // BUG描述异步实例化Prefab预制体有概率丢失Mono脚本里序列化的数组里某个成员
@ -95,7 +95,7 @@ namespace YooAsset
Status = EOperationStatus.Succeed; Status = EOperationStatus.Succeed;
} }
#if UNITY_2022_3_OR_NEWER #if UNITY_2023_3_OR_NEWER
if (_steps == ESteps.CloneAsync) if (_steps == ESteps.CloneAsync)
{ {
if (_instantiateAsync == null) if (_instantiateAsync == null)
@ -157,7 +157,7 @@ namespace YooAsset
/// </summary> /// </summary>
public void Cancel() public void Cancel()
{ {
#if UNITY_2022_3_OR_NEWER #if UNITY_2023_3_OR_NEWER
if (_instantiateAsync != null && _instantiateAsync.isDone == false) if (_instantiateAsync != null && _instantiateAsync.isDone == false)
_instantiateAsync.Cancel(); _instantiateAsync.Cancel();
#endif #endif
@ -189,10 +189,10 @@ namespace YooAsset
} }
} }
#if UNITY_2022_3_OR_NEWER #if UNITY_2023_3_OR_NEWER
/// <summary> /// <summary>
/// 异步实例化 /// 异步实例化
/// 注意Unity2022.3及以上版本生效 /// 注意Unity2022.3.20f1及以上版本生效
/// https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Object.InstantiateAsync.html /// https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Object.InstantiateAsync.html
/// </summary> /// </summary>
internal static AsyncInstantiateOperation InstantiateAsyncInternal(UnityEngine.Object assetObject, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays) internal static AsyncInstantiateOperation InstantiateAsyncInternal(UnityEngine.Object assetObject, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)