diff --git a/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs b/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
index add1558..c116567 100644
--- a/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
+++ b/Assets/YooAsset/Runtime/AssetSystem/Handles/AssetOperationHandle.cs
@@ -49,45 +49,32 @@ namespace YooAsset
return Provider.AssetObject;
}
}
- ///
- /// 获取资源对象
- ///
- ///
- ///
- ///
- public AssetOperationHandle GetAssetObjet(out TAsset asset) where TAsset : UnityEngine.Object
- {
- if(Status != EOperationStatus.Succeed)
- {
- YooLogger.Warning($"The {Provider.MainAssetInfo.AssetPath}[{Provider.MainAssetInfo.AssetType}] is not success.Error[{Provider.LastError}]");
- }
- asset = AssetObject as TAsset;
- return this;
- }
+
+ ///
+ /// 获取资源对象
+ ///
+ /// 资源类型
+ public TAsset GetAssetObjet() where TAsset : UnityEngine.Object
+ {
+ if (IsValid == false)
+ return null;
+ return Provider.AssetObject as TAsset;
+ }
+
///
/// 等待异步执行完毕
///
- public AssetOperationHandle WaitForAsyncOperationComplete()
+ public void WaitForAsyncComplete()
{
if (IsValid == false)
- return this;
+ return;
Provider.WaitForAsyncComplete();
- return this;
}
- ///
- /// 等待异步执行完毕
- ///
- public void WaitForAsyncComplete()
- {
- if(IsValid == false)
- return;
- Provider.WaitForAsyncComplete();
- }
- ///
- /// 释放资源句柄
- ///
- public void Release()
+ ///
+ /// 释放资源句柄
+ ///
+ public void Release()
{
this.ReleaseInternal();
}
@@ -133,6 +120,8 @@ namespace YooAsset
{
return InstantiateAsyncInternal(position, rotation, parent, true);
}
+
+
private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{
if (IsValid == false)