mirror of https://github.com/tuyoogame/YooAsset
parent
20d2c517b2
commit
f3ab8f63e7
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@ -10,6 +10,7 @@ namespace YooAsset
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{
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private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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/// <summary>
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/// 在编辑器下模拟运行
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@ -132,6 +133,14 @@ namespace YooAsset
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/// </summary>
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public static SceneOperationHandle LoadSceneAsync(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
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{
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// 注意:场景句柄永远保持唯一
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if (_sceneHandles.ContainsKey(scenePath))
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return _sceneHandles[scenePath];
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// 如果加载的是主场景,则卸载所有缓存的场景
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if (sceneMode == LoadSceneMode.Single)
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UnloadAllScene();
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ProviderBase provider = TryGetProvider(scenePath);
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if (provider == null)
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{
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@ -141,7 +150,9 @@ namespace YooAsset
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provider = new BundledSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
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_providers.Add(provider);
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}
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return provider.CreateHandle() as SceneOperationHandle;
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var handle = provider.CreateHandle() as SceneOperationHandle;
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_sceneHandles.Add(scenePath, handle);
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return handle;
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}
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/// <summary>
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@ -179,6 +190,48 @@ namespace YooAsset
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}
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internal static void UnloadSubScene(ProviderBase provider)
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{
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string scenePath = provider.AssetPath;
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if (_sceneHandles.ContainsKey(scenePath) == false)
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throw new Exception("Should never get here !");
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// 释放子场景句柄
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_sceneHandles[scenePath].ReleaseInternal();
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_sceneHandles.Remove(scenePath);
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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// 检验子场景是否销毁
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if (provider.IsDestroyed == false)
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{
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throw new Exception("Should never get here !");
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}
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}
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internal static void UnloadAllScene()
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{
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// 释放所有场景句柄
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foreach (var valuePair in _sceneHandles)
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{
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valuePair.Value.ReleaseInternal();
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}
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_sceneHandles.Clear();
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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// 检验所有场景是否销毁
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foreach (var provider in _providers)
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{
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if (provider.IsSceneProvider())
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{
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if (provider.IsDestroyed == false)
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throw new Exception("Should never get here !");
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}
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}
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}
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internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(string assetPath)
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{
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string bundleName = BundleServices.GetBundleName(assetPath);
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@ -254,6 +307,7 @@ namespace YooAsset
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return provider;
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}
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#region 调试专属方法
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internal static void GetDebugReport(DebugReport report)
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{
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@ -2,7 +2,7 @@
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namespace YooAsset
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{
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public class AssetOperationHandle : OperationHandleBase
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public sealed class AssetOperationHandle : OperationHandleBase
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{
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private System.Action<AssetOperationHandle> _callback;
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@ -4,11 +4,13 @@ namespace YooAsset
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{
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public abstract class OperationHandleBase : IEnumerator
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{
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private readonly string _cachedAssetPath;
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internal ProviderBase _provider { private set; get; }
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internal OperationHandleBase(ProviderBase provider)
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{
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_provider = provider;
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_cachedAssetPath = provider.AssetPath;
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}
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internal abstract void InvokeCallback();
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@ -63,7 +65,18 @@ namespace YooAsset
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{
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get
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{
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return _provider != null && _provider.IsDestroyed == false;
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if (_provider != null && _provider.IsDestroyed == false)
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{
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return true;
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}
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else
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{
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if (_provider == null)
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YooLogger.Warning($"Operation handle is released : {_cachedAssetPath}");
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else if (_provider.IsDestroyed)
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YooLogger.Warning($"Provider is destroyed : {_cachedAssetPath}");
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return false;
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}
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}
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}
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@ -69,10 +69,35 @@ namespace YooAsset
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}
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/// <summary>
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/// 异步卸载场景
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/// 是否为主场景
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/// </summary>
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public bool IsMainScene()
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{
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if (IsValid == false)
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return false;
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if (_provider is DatabaseSceneProvider)
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{
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var temp = _provider as DatabaseSceneProvider;
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return temp.SceneMode == LoadSceneMode.Single;
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}
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else if (_provider is BundledSceneProvider)
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{
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var temp = _provider as BundledSceneProvider;
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return temp.SceneMode == LoadSceneMode.Single;
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}
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else
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{
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throw new System.NotImplementedException();
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}
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}
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/// <summary>
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/// 异步卸载子场景
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/// </summary>
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public UnloadSceneOperation UnloadAsync()
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{
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// 如果句柄无效
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if (IsValid == false)
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{
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string error = $"{nameof(SceneOperationHandle)} is invalid.";
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@ -81,54 +106,23 @@ namespace YooAsset
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return operation;
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}
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ProviderBase provider = _provider;
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// 释放场景句柄
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ReleaseInternal();
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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// 返回场景卸载异步操作类
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if (provider.IsDestroyed == false)
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// 如果是主场景
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if (IsMainScene())
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{
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YooLogger.Warning($"Scene can not unload. The provider not destroyed : {provider.AssetPath}");
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var operation = new UnloadSceneOperation();
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string error = $"Cannot unload main scene. Use {nameof(YooAssets.LoadSceneAsync)} method to change the main scene !";
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YooLogger.Error(error);
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var operation = new UnloadSceneOperation(error);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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else
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{
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if (IsAdditiveScene(provider))
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{
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var operation = new UnloadSceneOperation(provider.SceneObject);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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else
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{
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var operation = new UnloadSceneOperation();
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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}
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}
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private bool IsAdditiveScene(ProviderBase provider)
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{
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if (provider is DatabaseSceneProvider)
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// 卸载子场景
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Scene sceneObject = SceneObject;
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AssetSystem.UnloadSubScene(_provider);
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{
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var temp = provider as DatabaseSceneProvider;
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return temp.SceneMode == LoadSceneMode.Additive;
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}
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else if (provider is BundledSceneProvider)
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{
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var temp = provider as BundledSceneProvider;
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return temp.SceneMode == LoadSceneMode.Additive;
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}
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else
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{
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throw new System.NotImplementedException();
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var operation = new UnloadSceneOperation(sceneObject);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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}
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}
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@ -1,7 +1,7 @@
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namespace YooAsset
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{
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public class SubAssetsOperationHandle : OperationHandleBase
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public sealed class SubAssetsOperationHandle : OperationHandleBase
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{
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private System.Action<SubAssetsOperationHandle> _callback;
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@ -48,12 +48,15 @@ namespace YooAsset
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"{nameof(AssetOperationHandle)} is invalid.";
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return;
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}
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if (_handle.AssetObject == null)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
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return;
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}
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if(_setPositionRotation)
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@ -12,7 +12,6 @@ namespace YooAsset
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{
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Normal,
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Error,
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Skip,
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}
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private enum ESteps
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{
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@ -40,10 +39,6 @@ namespace YooAsset
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}
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}
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internal UnloadSceneOperation()
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{
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_flag = EFlag.Skip;
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}
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internal UnloadSceneOperation(string error)
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{
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_flag = EFlag.Error;
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@ -60,11 +55,6 @@ namespace YooAsset
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{
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_steps = ESteps.UnLoad;
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}
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else if (_flag == EFlag.Skip)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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else if (_flag == EFlag.Error)
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{
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_steps = ESteps.Done;
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