2022-03-21 23:43:11 +08:00
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using UnityEngine;
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2022-03-01 10:44:12 +08:00
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namespace YooAsset
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{
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2022-03-21 23:43:11 +08:00
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public class AssetOperationHandle : OperationHandleBase
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2022-03-01 10:44:12 +08:00
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{
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2022-03-21 23:43:11 +08:00
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private System.Action<AssetOperationHandle> _callback;
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2022-03-01 10:44:12 +08:00
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2022-03-22 20:47:22 +08:00
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internal AssetOperationHandle(ProviderBase provider) : base(provider)
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2022-03-01 10:44:12 +08:00
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{
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}
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2022-03-21 23:43:11 +08:00
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internal override void InvokeCallback()
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{
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2022-03-21 23:43:11 +08:00
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if (IsValid)
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2022-03-01 10:44:12 +08:00
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{
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2022-03-21 23:43:11 +08:00
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_callback?.Invoke(this);
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2022-03-01 10:44:12 +08:00
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}
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<AssetOperationHandle> Completed
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{
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add
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
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if (_provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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2022-03-01 10:44:12 +08:00
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}
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remove
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
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2022-03-21 23:43:11 +08:00
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_callback -= value;
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2022-03-01 10:44:12 +08:00
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}
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}
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/// <summary>
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/// 资源对象
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/// </summary>
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public UnityEngine.Object AssetObject
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{
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get
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{
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if (IsValid == false)
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return null;
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return _provider.AssetObject;
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}
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}
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/// <summary>
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2022-03-23 12:44:56 +08:00
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/// 同步初始化游戏对象
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2022-03-01 10:44:12 +08:00
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/// </summary>
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2022-03-23 12:44:56 +08:00
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public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
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2022-03-01 10:44:12 +08:00
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{
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2022-03-23 12:44:56 +08:00
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if (IsValid == false)
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return null;
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if (_provider.AssetObject == null)
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return null;
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if (parent == null)
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
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else
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return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
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}
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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(Vector3 position, Quaternion rotation, Transform parent = null)
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{
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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2022-03-01 10:44:12 +08:00
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValid == false)
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return;
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_provider.WaitForAsyncComplete();
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}
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2022-03-22 20:15:59 +08:00
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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2022-03-01 10:44:12 +08:00
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}
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}
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