mirror of https://github.com/tuyoogame/YooAsset
parent
11e03c7a13
commit
f38d663e9d
|
@ -75,7 +75,7 @@ namespace YooAsset
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public GameObject InstantiateSync(Transform parent = null)
|
public GameObject InstantiateSync(Transform parent = null)
|
||||||
{
|
{
|
||||||
return InstantiateSync(Vector3.zero, Quaternion.identity, parent);
|
return InstantiateSyncInternal(Vector3.zero, Quaternion.identity, parent, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -86,15 +86,7 @@ namespace YooAsset
|
||||||
/// <param name="parent">父类对象</param>
|
/// <param name="parent">父类对象</param>
|
||||||
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
|
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
|
||||||
{
|
{
|
||||||
if (IsValid == false)
|
return InstantiateSyncInternal(position, rotation, parent, true);
|
||||||
return null;
|
|
||||||
if (_provider.AssetObject == null)
|
|
||||||
return null;
|
|
||||||
|
|
||||||
if (parent == null)
|
|
||||||
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
|
|
||||||
else
|
|
||||||
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -103,7 +95,7 @@ namespace YooAsset
|
||||||
/// <param name="parent">父类对象</param>
|
/// <param name="parent">父类对象</param>
|
||||||
public InstantiateOperation InstantiateAsync(Transform parent = null)
|
public InstantiateOperation InstantiateAsync(Transform parent = null)
|
||||||
{
|
{
|
||||||
return InstantiateAsync(Vector3.zero, Quaternion.identity, parent);
|
return InstantiateAsyncInternal(Vector3.zero, Quaternion.identity, parent, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -114,7 +106,35 @@ namespace YooAsset
|
||||||
/// <param name="parent">父类对象</param>
|
/// <param name="parent">父类对象</param>
|
||||||
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
|
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
|
||||||
{
|
{
|
||||||
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
|
return InstantiateAsyncInternal(position, rotation, parent, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private GameObject InstantiateSyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
|
||||||
|
{
|
||||||
|
if (IsValid == false)
|
||||||
|
return null;
|
||||||
|
if (_provider.AssetObject == null)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
if (setPositionRotation)
|
||||||
|
{
|
||||||
|
if (parent == null)
|
||||||
|
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
|
||||||
|
else
|
||||||
|
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (parent == null)
|
||||||
|
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject);
|
||||||
|
else
|
||||||
|
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, parent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
|
||||||
|
{
|
||||||
|
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
|
||||||
OperationSystem.ProcessOperaiton(operation);
|
OperationSystem.ProcessOperaiton(operation);
|
||||||
return operation;
|
return operation;
|
||||||
}
|
}
|
||||||
|
|
|
@ -15,6 +15,7 @@ namespace YooAsset
|
||||||
private readonly Vector3 _position;
|
private readonly Vector3 _position;
|
||||||
private readonly Quaternion _rotation;
|
private readonly Quaternion _rotation;
|
||||||
private readonly Transform _parent;
|
private readonly Transform _parent;
|
||||||
|
private readonly bool _setPositionRotation;
|
||||||
private ESteps _steps = ESteps.None;
|
private ESteps _steps = ESteps.None;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -23,12 +24,13 @@ namespace YooAsset
|
||||||
public GameObject Result = null;
|
public GameObject Result = null;
|
||||||
|
|
||||||
|
|
||||||
internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
|
internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
|
||||||
{
|
{
|
||||||
_handle = handle;
|
_handle = handle;
|
||||||
_position = position;
|
_position = position;
|
||||||
_rotation = rotation;
|
_rotation = rotation;
|
||||||
_parent = parent;
|
_parent = parent;
|
||||||
|
_setPositionRotation = setPositionRotation;
|
||||||
}
|
}
|
||||||
internal override void Start()
|
internal override void Start()
|
||||||
{
|
{
|
||||||
|
@ -54,10 +56,20 @@ namespace YooAsset
|
||||||
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
|
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_parent == null)
|
if(_setPositionRotation)
|
||||||
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation);
|
{
|
||||||
|
if (_parent == null)
|
||||||
|
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation);
|
||||||
|
else
|
||||||
|
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
|
{
|
||||||
|
if (_parent == null)
|
||||||
|
Result = Object.Instantiate(_handle.AssetObject as GameObject);
|
||||||
|
else
|
||||||
|
Result = Object.Instantiate(_handle.AssetObject as GameObject, _parent);
|
||||||
|
}
|
||||||
|
|
||||||
_steps = ESteps.Done;
|
_steps = ESteps.Done;
|
||||||
Status = EOperationStatus.Succeed;
|
Status = EOperationStatus.Succeed;
|
||||||
|
|
Loading…
Reference in New Issue