YooAsset/Assets/YooAsset/Runtime/AssetSystem/Operations/SubAssetsOperationHandle.cs

92 lines
1.9 KiB
C#

namespace YooAsset
{
public class SubAssetsOperationHandle : OperationHandleBase
{
private System.Action<SubAssetsOperationHandle> _callback;
internal SubAssetsOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
if (IsValid)
{
_callback?.Invoke(this);
}
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<SubAssetsOperationHandle> Completed
{
add
{
if (IsValid == false)
throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
if (_provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValid == false)
throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 子资源对象集合
/// </summary>
public UnityEngine.Object[] AllAssetObjects
{
get
{
if (IsValid == false)
return null;
return _provider.AllAssets;
}
}
/// <summary>
/// 获取子资源对象
/// </summary>
/// <typeparam name="TObject">子资源对象类型</typeparam>
/// <param name="assetName">子资源对象名称</param>
public TObject GetSubAssetObject<TObject>(string assetName) where TObject : UnityEngine.Object
{
if (IsValid == false)
return null;
foreach (var asset in _provider.AllAssets)
{
if (asset.name == assetName)
return asset as TObject;
}
YooLogger.Warning($"Not found sub asset {assetName} in {_provider.AssetPath}");
return null;
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValid == false)
return;
_provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
}
}