Merge pull request #17 from Y-way/OptimizeAssetOperationHandle

AssetOperationHandle类新增便捷方法,便于链式编程
pull/18/head
何冠峰 2022-06-30 12:03:57 +08:00 committed by GitHub
commit bb3065d08d
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1 changed files with 32 additions and 10 deletions

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@ -49,21 +49,45 @@ namespace YooAsset
return Provider.AssetObject; return Provider.AssetObject;
} }
} }
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset"></typeparam>
/// <param name="asset"></param>
/// <returns></returns>
public AssetOperationHandle GetAssetObjet<TAsset>(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;
}
/// <summary> /// <summary>
/// 等待异步执行完毕 /// 等待异步执行完毕
/// </summary> /// </summary>
public void WaitForAsyncComplete() public AssetOperationHandle WaitForAsyncOperationComplete()
{ {
if (IsValid == false) if (IsValid == false)
return; return this;
Provider.WaitForAsyncComplete(); Provider.WaitForAsyncComplete();
return this;
} }
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if(IsValid == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary> /// <summary>
/// 释放资源句柄 /// 释放资源句柄
/// </summary> /// </summary>
public void Release() public void Release()
{ {
this.ReleaseInternal(); this.ReleaseInternal();
} }
@ -109,8 +133,6 @@ namespace YooAsset
{ {
return InstantiateAsyncInternal(position, rotation, parent, true); return InstantiateAsyncInternal(position, rotation, parent, true);
} }
private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation) private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{ {
if (IsValid == false) if (IsValid == false)