mirror of https://github.com/tuyoogame/YooAsset
parent
50eed2be10
commit
94623d8dc0
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@ -116,25 +116,25 @@ namespace YooAsset
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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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public InstantiateOperation InstantiateAsync(bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Transform parent)
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public InstantiateOperation InstantiateAsync(Transform parent, bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays)
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public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays, bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays, actived);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation)
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, bool actived = true)
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{
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return InstantiateAsyncInternal(true, position, rotation, null, false);
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return InstantiateAsyncInternal(true, position, rotation, null, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent)
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent, bool actived = true)
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{
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return InstantiateAsyncInternal(true, position, rotation, parent, false);
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return InstantiateAsyncInternal(true, position, rotation, parent, false, actived);
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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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@ -146,10 +146,10 @@ namespace YooAsset
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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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private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays, bool actived)
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{
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string packageName = GetAssetInfo().PackageName;
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InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays, actived);
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OperationSystem.StartOperation(packageName, operation);
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return operation;
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}
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.TextCore.Text;
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namespace YooAsset
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{
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@ -17,6 +18,7 @@ namespace YooAsset
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private readonly Quaternion _rotation;
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private readonly Transform _parent;
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private readonly bool _worldPositionStays;
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private readonly bool _actived;
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private ESteps _steps = ESteps.None;
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/// <summary>
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@ -25,7 +27,8 @@ namespace YooAsset
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public GameObject Result = null;
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internal InstantiateOperation(AssetHandle handle, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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internal InstantiateOperation(AssetHandle handle, bool setPositionAndRotation, Vector3 position, Quaternion rotation,
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Transform parent, bool worldPositionStays, bool actived)
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{
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_handle = handle;
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_setPositionAndRotation = setPositionAndRotation;
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@ -33,6 +36,7 @@ namespace YooAsset
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_rotation = rotation;
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_parent = parent;
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_worldPositionStays = worldPositionStays;
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_actived = actived;
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}
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internal override void InternalOnStart()
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{
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@ -66,6 +70,8 @@ namespace YooAsset
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// 实例化游戏对象
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Result = InstantiateInternal(_handle.AssetObject, _setPositionAndRotation, _position, _rotation, _parent, _worldPositionStays);
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if (_actived == false)
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Result.SetActive(false);
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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