mirror of
https://github.com/tuyoogame/YooAsset.git
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update UniTask sample
更新说明文档
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Assets/YooAsset/Samples~/UniTask Sample/README-IMG.png
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@@ -1,57 +1,52 @@
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# UniTask 扩展
|
||||
|
||||
这里为了照顾新手使用,做了一些妥协,有定制需求的需要手动调整一下
|
||||
|
||||
## 代码示例
|
||||
|
||||
```csharp
|
||||
public async UniTask Example(IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update)
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
public class TestTask : MonoBehaviour
|
||||
{
|
||||
var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/Res/Prefabs/TestImg.prefab");
|
||||
|
||||
await handle.ToUniTask(progress, timing);
|
||||
|
||||
var obj = handle.AssetObject as GameObject;
|
||||
var go = Instantiate(obj, transform);
|
||||
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
go.transform.localScale = Vector3.one;
|
||||
private async void Start()
|
||||
{
|
||||
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("UIHome");
|
||||
await assetHandle.ToUniTask();
|
||||
Debug.Log($"{assetHandle.Status}");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## 初学者教程
|
||||
## 使用教程
|
||||
|
||||
**如果你弄不明白 asmdef 文件到底是啥,就按照下发内容操作**
|
||||
1. 下载 [UniTask](https://github.com/Cysharp/UniTask) 源码并导入到工程内。
|
||||
|
||||
- 将 `Samples/UniTask Sample/UniTask` 文件夹拷入游戏中
|
||||
- 如果项目有 `asmdef`,则引用 `UniTask` 和 `YooAsset`,如果没有,就不用关心这一步
|
||||
2. 修改UniTask源码
|
||||
|
||||
UniTask/Runtime/_InternalVisibleTo.cs
|
||||
|
||||
## 项目定制教程
|
||||
```csharp
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
[assembly: InternalsVisibleTo("UniTask.Linq")]
|
||||
[assembly: InternalsVisibleTo("UniTask.Addressables")]
|
||||
[assembly: InternalsVisibleTo("UniTask.DOTween")]
|
||||
[assembly: InternalsVisibleTo("UniTask.TextMeshPro")]
|
||||
[assembly: InternalsVisibleTo("UniTask.YooAsset")] //增加此行代码
|
||||
```
|
||||
|
||||
- 请去下载 [UniTask](https://github.com/Cysharp/UniTask) 源码
|
||||
- 注意不要用 `Sample` 里面的 `UniTask` 这个是专门给新手定制的
|
||||
- 将 `Samples/UniTask Sample/UniTask/Runtime/External/YooAsset` 文件夹拷贝到 `UniTask/Runtime/External/YooAsset` 中
|
||||
- 创建 `UniTask.YooAsset.asmdef` 文件
|
||||
- 添加 `UniTask` 和 `YooAsset` 的引用
|
||||
- 在 UniTask `_InternalVisibleTo.cs` 文件中增加 `[assembly: InternalsVisibleTo("UniTask.YooAsset")]` 后即可使用
|
||||
3. 拷贝YOO提供的扩展脚本到工程内。
|
||||
|
||||
## 有效性检查
|
||||
YooAssets/Samples/UniTask Sample/UniTask/Runtime/External/YooAsset目录
|
||||
|
||||
一般使用项目定制时, 会出现如下警告, 这说明项目没有配置正确, 建议使用 **初学者定制的** 版本
|
||||
4. 重启Unity引擎
|
||||
|
||||
```
|
||||
yield BundledSceneProvider is not supported on await IEnumerator or Enumerator. ToUniTaskO, please use ToUniTask MonoBehaviou
|
||||
coroutine Runner) instead
|
||||
```
|
||||
重新打开工程后用上面的代码示例验证,看下是否有编译错误!
|
||||
|
||||
- 在 IDE 中点击 ToUniTask 跳转代码, 看是否可以正确跳转到 `UniTask/Runtime/External/YooAsset` 文件夹中
|
||||
- 增加 `handle.ToUniTask(progress, timing)` 参数, 看是否有编译错误
|
||||
## 注意事项
|
||||
|
||||
如果不正确, 需要检查业务逻辑的 `asmdef` 是否引用正确, 假设你项目业务逻辑的 `asmdef` 名为 `View.asmdef`, 那么在 `View` 中, 要包含如下引用
|
||||
- 注意检测程序集引用是否丢失
|
||||
|
||||
- YooAsset
|
||||
- UniTask
|
||||
- UniTask.YooAsset
|
||||
|
||||
如果引用正确, 依然还有报错, 说明定制流程有问题, 请检查定制内容是否正确, 或者使用 **初学者定制的** 版本
|
||||

|
||||
@@ -11,132 +11,110 @@ namespace Cysharp.Threading.Tasks
|
||||
{
|
||||
return ToUniTask(handle).GetAwaiter();
|
||||
}
|
||||
|
||||
public static UniTask ToUniTask(this AsyncOperationBase handle,
|
||||
IProgress<float> progress = null,
|
||||
PlayerLoopTiming timing = PlayerLoopTiming.Update)
|
||||
public static UniTask ToUniTask(this AsyncOperationBase handle, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update)
|
||||
{
|
||||
ThrowArgumentNullException(handle, nameof(handle));
|
||||
|
||||
if(handle.IsDone)
|
||||
if (handle.IsDone)
|
||||
{
|
||||
return UniTask.CompletedTask;
|
||||
}
|
||||
|
||||
return new UniTask(
|
||||
AsyncOperationBaserConfiguredSource.Create(
|
||||
handle,
|
||||
timing,
|
||||
progress,
|
||||
out var token
|
||||
),
|
||||
AsyncOperationBaserConfiguredSource.Create(handle, timing, progress, out var token),
|
||||
token
|
||||
);
|
||||
}
|
||||
|
||||
sealed class AsyncOperationBaserConfiguredSource : IUniTaskSource,
|
||||
IPlayerLoopItem,
|
||||
ITaskPoolNode<AsyncOperationBaserConfiguredSource>
|
||||
sealed class AsyncOperationBaserConfiguredSource : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode<AsyncOperationBaserConfiguredSource>
|
||||
{
|
||||
private static TaskPool<AsyncOperationBaserConfiguredSource> pool;
|
||||
private static TaskPool<AsyncOperationBaserConfiguredSource> _pool;
|
||||
private AsyncOperationBaserConfiguredSource _nextNode;
|
||||
private readonly Action<AsyncOperationBase> _continuationAction;
|
||||
private AsyncOperationBase _handle;
|
||||
private IProgress<float> _progress;
|
||||
private bool _completed;
|
||||
private UniTaskCompletionSourceCore<AsyncUnit> _core;
|
||||
|
||||
private AsyncOperationBaserConfiguredSource nextNode;
|
||||
|
||||
public ref AsyncOperationBaserConfiguredSource NextNode => ref nextNode;
|
||||
public ref AsyncOperationBaserConfiguredSource NextNode => ref _nextNode;
|
||||
|
||||
static AsyncOperationBaserConfiguredSource()
|
||||
{
|
||||
TaskPool.RegisterSizeGetter(typeof(AsyncOperationBaserConfiguredSource), () => pool.Size);
|
||||
TaskPool.RegisterSizeGetter(typeof(AsyncOperationBaserConfiguredSource), () => _pool.Size);
|
||||
}
|
||||
|
||||
private readonly Action<AsyncOperationBase> continuationAction;
|
||||
private AsyncOperationBase handle;
|
||||
private IProgress<float> progress;
|
||||
private bool completed;
|
||||
private UniTaskCompletionSourceCore<AsyncUnit> core;
|
||||
AsyncOperationBaserConfiguredSource() { _continuationAction = Continuation; }
|
||||
|
||||
AsyncOperationBaserConfiguredSource() { continuationAction = Continuation; }
|
||||
|
||||
public static IUniTaskSource Create(AsyncOperationBase handle,
|
||||
PlayerLoopTiming timing,
|
||||
IProgress<float> progress,
|
||||
out short token)
|
||||
public static IUniTaskSource Create(AsyncOperationBase handle, PlayerLoopTiming timing, IProgress<float> progress, out short token)
|
||||
{
|
||||
if(!pool.TryPop(out var result))
|
||||
if (!_pool.TryPop(out var result))
|
||||
{
|
||||
result = new AsyncOperationBaserConfiguredSource();
|
||||
}
|
||||
|
||||
result.handle = handle;
|
||||
result.progress = progress;
|
||||
result.completed = false;
|
||||
result._handle = handle;
|
||||
result._progress = progress;
|
||||
result._completed = false;
|
||||
TaskTracker.TrackActiveTask(result, 3);
|
||||
|
||||
if(progress != null)
|
||||
if (progress != null)
|
||||
{
|
||||
PlayerLoopHelper.AddAction(timing, result);
|
||||
}
|
||||
|
||||
handle.Completed += result.continuationAction;
|
||||
|
||||
token = result.core.Version;
|
||||
|
||||
handle.Completed += result._continuationAction;
|
||||
token = result._core.Version;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
private void Continuation(AsyncOperationBase _)
|
||||
{
|
||||
handle.Completed -= continuationAction;
|
||||
_handle.Completed -= _continuationAction;
|
||||
|
||||
if(completed)
|
||||
if (_completed)
|
||||
{
|
||||
TryReturn();
|
||||
}
|
||||
else
|
||||
{
|
||||
completed = true;
|
||||
if(handle.Status == EOperationStatus.Failed)
|
||||
_completed = true;
|
||||
if (_handle.Status == EOperationStatus.Failed)
|
||||
{
|
||||
core.TrySetException(new Exception(handle.Error));
|
||||
_core.TrySetException(new Exception(_handle.Error));
|
||||
}
|
||||
else
|
||||
{
|
||||
core.TrySetResult(AsyncUnit.Default);
|
||||
_core.TrySetResult(AsyncUnit.Default);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TryReturn()
|
||||
private bool TryReturn()
|
||||
{
|
||||
TaskTracker.RemoveTracking(this);
|
||||
core.Reset();
|
||||
handle = default;
|
||||
progress = default;
|
||||
return pool.TryPush(this);
|
||||
_core.Reset();
|
||||
_handle = default;
|
||||
_progress = default;
|
||||
return _pool.TryPush(this);
|
||||
}
|
||||
|
||||
public UniTaskStatus GetStatus(short token) => core.GetStatus(token);
|
||||
|
||||
public UniTaskStatus GetStatus(short token) => _core.GetStatus(token);
|
||||
public void OnCompleted(Action<object> continuation, object state, short token)
|
||||
{
|
||||
core.OnCompleted(continuation, state, token);
|
||||
_core.OnCompleted(continuation, state, token);
|
||||
}
|
||||
|
||||
public void GetResult(short token) { core.GetResult(token); }
|
||||
|
||||
public UniTaskStatus UnsafeGetStatus() => core.UnsafeGetStatus();
|
||||
|
||||
public void GetResult(short token) { _core.GetResult(token); }
|
||||
public UniTaskStatus UnsafeGetStatus() => _core.UnsafeGetStatus();
|
||||
public bool MoveNext()
|
||||
{
|
||||
if(completed)
|
||||
if (_completed)
|
||||
{
|
||||
TryReturn();
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!handle.IsDone)
|
||||
if (!_handle.IsDone)
|
||||
{
|
||||
progress?.Report(handle.Progress);
|
||||
_progress?.Report(_handle.Progress);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -8,77 +8,61 @@ using System.Runtime.CompilerServices;
|
||||
using YooAsset;
|
||||
using static Cysharp.Threading.Tasks.Internal.Error;
|
||||
|
||||
|
||||
namespace Cysharp.Threading.Tasks
|
||||
{
|
||||
public static class OperationHandleBaseExtensions
|
||||
public static class HandleBaseExtensions
|
||||
{
|
||||
public static UniTask.Awaiter GetAwaiter(this HandleBase handle)
|
||||
{
|
||||
return ToUniTask(handle).GetAwaiter();
|
||||
}
|
||||
|
||||
public static UniTask ToUniTask(this HandleBase handle,
|
||||
IProgress<float> progress = null,
|
||||
PlayerLoopTiming timing = PlayerLoopTiming.Update)
|
||||
public static UniTask ToUniTask(this HandleBase handle, IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update)
|
||||
{
|
||||
ThrowArgumentNullException(handle, nameof(handle));
|
||||
|
||||
if(!handle.IsValid)
|
||||
if (!handle.IsValid)
|
||||
{
|
||||
return UniTask.CompletedTask;
|
||||
}
|
||||
|
||||
return new UniTask(
|
||||
OperationHandleBaserConfiguredSource.Create(
|
||||
handle,
|
||||
timing,
|
||||
progress,
|
||||
out var token
|
||||
),
|
||||
HandleBaserConfiguredSource.Create(handle, timing, progress, out var token),
|
||||
token
|
||||
);
|
||||
}
|
||||
|
||||
sealed class OperationHandleBaserConfiguredSource : IUniTaskSource,
|
||||
IPlayerLoopItem,
|
||||
ITaskPoolNode<OperationHandleBaserConfiguredSource>
|
||||
sealed class HandleBaserConfiguredSource : IUniTaskSource, IPlayerLoopItem, ITaskPoolNode<HandleBaserConfiguredSource>
|
||||
{
|
||||
private static TaskPool<OperationHandleBaserConfiguredSource> pool;
|
||||
private static TaskPool<HandleBaserConfiguredSource> _pool;
|
||||
private HandleBaserConfiguredSource _nextNode;
|
||||
private readonly Action<HandleBase> _continuationAction;
|
||||
private HandleBase _handle;
|
||||
private IProgress<float> _progress;
|
||||
private bool _completed;
|
||||
private UniTaskCompletionSourceCore<AsyncUnit> _core;
|
||||
|
||||
private OperationHandleBaserConfiguredSource nextNode;
|
||||
public ref HandleBaserConfiguredSource NextNode => ref _nextNode;
|
||||
|
||||
public ref OperationHandleBaserConfiguredSource NextNode => ref nextNode;
|
||||
|
||||
static OperationHandleBaserConfiguredSource()
|
||||
static HandleBaserConfiguredSource()
|
||||
{
|
||||
TaskPool.RegisterSizeGetter(typeof(OperationHandleBaserConfiguredSource), () => pool.Size);
|
||||
TaskPool.RegisterSizeGetter(typeof(HandleBaserConfiguredSource), () => _pool.Size);
|
||||
}
|
||||
|
||||
private readonly Action<HandleBase> continuationAction;
|
||||
private HandleBase handle;
|
||||
private IProgress<float> progress;
|
||||
private bool completed;
|
||||
private UniTaskCompletionSourceCore<AsyncUnit> core;
|
||||
HandleBaserConfiguredSource() { _continuationAction = Continuation; }
|
||||
|
||||
OperationHandleBaserConfiguredSource() { continuationAction = Continuation; }
|
||||
|
||||
public static IUniTaskSource Create(HandleBase handle,
|
||||
PlayerLoopTiming timing,
|
||||
IProgress<float> progress,
|
||||
out short token)
|
||||
public static IUniTaskSource Create(HandleBase handle, PlayerLoopTiming timing, IProgress<float> progress, out short token)
|
||||
{
|
||||
if(!pool.TryPop(out var result))
|
||||
if (!_pool.TryPop(out var result))
|
||||
{
|
||||
result = new OperationHandleBaserConfiguredSource();
|
||||
result = new HandleBaserConfiguredSource();
|
||||
}
|
||||
|
||||
result.handle = handle;
|
||||
result.progress = progress;
|
||||
result.completed = false;
|
||||
result._handle = handle;
|
||||
result._progress = progress;
|
||||
result._completed = false;
|
||||
TaskTracker.TrackActiveTask(result, 3);
|
||||
|
||||
if(progress != null)
|
||||
if (progress != null)
|
||||
{
|
||||
PlayerLoopHelper.AddAction(timing, result);
|
||||
}
|
||||
@@ -88,7 +72,7 @@ namespace Cysharp.Threading.Tasks
|
||||
// BUG 也可能报的是 Action '1' Action '1' 的 InvalidCastException
|
||||
// BUG 此处不得不这么修改, 如果后续 Unity 修复了这个问题, 可以恢复之前的写法
|
||||
#if UNITY_2020_BUG
|
||||
switch(handle)
|
||||
switch (handle)
|
||||
{
|
||||
case AssetHandle asset_handle:
|
||||
asset_handle.Completed += result.AssetContinuation;
|
||||
@@ -126,37 +110,33 @@ namespace Cysharp.Threading.Tasks
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
token = result.core.Version;
|
||||
|
||||
token = result._core.Version;
|
||||
return result;
|
||||
}
|
||||
|
||||
#if UNITY_2020_BUG
|
||||
private void AssetContinuation(AssetHandle handle)
|
||||
{
|
||||
handle.Completed -= AssetContinuation;
|
||||
BaseContinuation();
|
||||
}
|
||||
|
||||
private void SceneContinuation(SceneHandle handle)
|
||||
{
|
||||
handle.Completed -= SceneContinuation;
|
||||
BaseContinuation();
|
||||
}
|
||||
|
||||
private void SubContinuation(SubAssetsHandle handle)
|
||||
{
|
||||
handle.Completed -= SubContinuation;
|
||||
BaseContinuation();
|
||||
}
|
||||
|
||||
private void RawFileContinuation(RawFileHandle handle)
|
||||
{
|
||||
handle.Completed -= RawFileContinuation;
|
||||
BaseContinuation();
|
||||
}
|
||||
|
||||
private void AllAssetsContinuation(AllAssetsHandle handle)
|
||||
{
|
||||
{
|
||||
handle.Completed -= AllAssetsContinuation;
|
||||
BaseContinuation();
|
||||
}
|
||||
@@ -164,79 +144,73 @@ namespace Cysharp.Threading.Tasks
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void BaseContinuation()
|
||||
{
|
||||
if(completed)
|
||||
if (_completed)
|
||||
{
|
||||
TryReturn();
|
||||
}
|
||||
else
|
||||
{
|
||||
completed = true;
|
||||
if(handle.Status == EOperationStatus.Failed)
|
||||
_completed = true;
|
||||
if (_handle.Status == EOperationStatus.Failed)
|
||||
{
|
||||
core.TrySetException(new Exception(handle.LastError));
|
||||
_core.TrySetException(new Exception(_handle.LastError));
|
||||
}
|
||||
else
|
||||
{
|
||||
core.TrySetResult(AsyncUnit.Default);
|
||||
_core.TrySetResult(AsyncUnit.Default);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Continuation(HandleBase _)
|
||||
{
|
||||
switch(handle)
|
||||
switch (_handle)
|
||||
{
|
||||
case AssetHandle asset_handle:
|
||||
asset_handle.Completed -= continuationAction;
|
||||
asset_handle.Completed -= _continuationAction;
|
||||
break;
|
||||
case SceneHandle scene_handle:
|
||||
scene_handle.Completed -= continuationAction;
|
||||
scene_handle.Completed -= _continuationAction;
|
||||
break;
|
||||
case SubAssetsHandle sub_asset_handle:
|
||||
sub_asset_handle.Completed -= continuationAction;
|
||||
sub_asset_handle.Completed -= _continuationAction;
|
||||
break;
|
||||
case RawFileHandle raw_file_handle:
|
||||
raw_file_handle.Completed -= continuationAction;
|
||||
raw_file_handle.Completed -= _continuationAction;
|
||||
break;
|
||||
case AllAssetsHandle all_assets_handle:
|
||||
all_assets_handle.Completed -= continuationAction;
|
||||
all_assets_handle.Completed -= _continuationAction;
|
||||
break;
|
||||
}
|
||||
|
||||
BaseContinuation();
|
||||
}
|
||||
|
||||
bool TryReturn()
|
||||
private bool TryReturn()
|
||||
{
|
||||
TaskTracker.RemoveTracking(this);
|
||||
core.Reset();
|
||||
handle = default;
|
||||
progress = default;
|
||||
return pool.TryPush(this);
|
||||
_core.Reset();
|
||||
_handle = default;
|
||||
_progress = default;
|
||||
return _pool.TryPush(this);
|
||||
}
|
||||
|
||||
public UniTaskStatus GetStatus(short token) => core.GetStatus(token);
|
||||
|
||||
public UniTaskStatus GetStatus(short token) => _core.GetStatus(token);
|
||||
public void OnCompleted(Action<object> continuation, object state, short token)
|
||||
{
|
||||
core.OnCompleted(continuation, state, token);
|
||||
_core.OnCompleted(continuation, state, token);
|
||||
}
|
||||
|
||||
public void GetResult(short token) { core.GetResult(token); }
|
||||
|
||||
public UniTaskStatus UnsafeGetStatus() => core.UnsafeGetStatus();
|
||||
|
||||
public void GetResult(short token) { _core.GetResult(token); }
|
||||
public UniTaskStatus UnsafeGetStatus() => _core.UnsafeGetStatus();
|
||||
public bool MoveNext()
|
||||
{
|
||||
if(completed)
|
||||
if (_completed)
|
||||
{
|
||||
TryReturn();
|
||||
return false;
|
||||
}
|
||||
|
||||
if(handle.IsValid)
|
||||
if (_handle.IsValid)
|
||||
{
|
||||
progress?.Report(handle.Progress);
|
||||
_progress?.Report(_handle.Progress);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
{
|
||||
"reference": "GUID:f51ebe6a0ceec4240a699833d6309b23"
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1f496f94e051be4b8cf9c5efd954c14
|
||||
AssemblyDefinitionReferenceImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +0,0 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
[assembly: InternalsVisibleTo("UniTask.YooAsset")]
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d04a1d7d6171ff438c8e68a007be014
|
||||
Reference in New Issue
Block a user