158 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C#
		
	
	
	
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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    public sealed class AssetHandle : HandleBase, IDisposable
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    {
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        private System.Action<AssetHandle> _callback;
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        internal AssetHandle(ProviderBase provider) : base(provider)
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        {
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        }
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        internal override void InvokeCallback()
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        {
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            _callback?.Invoke(this);
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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<AssetHandle> Completed
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        {
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            add
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            {
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                if (IsValidWithWarning == false)
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                    throw new System.Exception($"{nameof(AssetHandle)} is invalid");
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                if (Provider.IsDone)
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                    value.Invoke(this);
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                else
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                    _callback += value;
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            }
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            remove
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            {
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                if (IsValidWithWarning == false)
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                    throw new System.Exception($"{nameof(AssetHandle)} is invalid");
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                _callback -= value;
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            }
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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 (IsValidWithWarning == false)
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                return;
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            Provider.WaitForAsyncComplete();
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        }
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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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        /// <summary>
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        /// 释放资源句柄
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        /// </summary>
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        public void Dispose()
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        {
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            this.ReleaseInternal();
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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 (IsValidWithWarning == 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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        /// 获取资源对象
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        /// </summary>
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        /// <typeparam name="TAsset">资源类型</typeparam>
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        public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
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        {
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            if (IsValidWithWarning == false)
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                return null;
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            return Provider.AssetObject as TAsset;
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        }
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        /// <summary>
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        /// 同步初始化游戏对象
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        /// </summary>
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        public GameObject InstantiateSync()
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        {
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            return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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        }
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        public GameObject InstantiateSync(Transform parent)
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        {
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            return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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        }
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        public GameObject InstantiateSync(Transform parent, bool worldPositionStays)
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        {
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            return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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        }
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        public GameObject InstantiateSync(Vector3 position, Quaternion rotation)
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        {
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            return InstantiateSyncInternal(true, position, rotation, null, false);
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        }
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        public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent)
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        {
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            return InstantiateSyncInternal(true, position, rotation, parent, false);
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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()
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        {
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            return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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        }
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        public InstantiateOperation InstantiateAsync(Transform parent)
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        {
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            return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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        }
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        public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays)
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        {
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            return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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        }
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        public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation)
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        {
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            return InstantiateAsyncInternal(true, position, rotation, null, false);
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        }
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        public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent)
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        {
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            return InstantiateAsyncInternal(true, position, rotation, parent, false);
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        }
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        private GameObject InstantiateSyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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        {
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            if (IsValidWithWarning == 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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            return InstantiateOperation.InstantiateInternal(Provider.AssetObject, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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        }
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        private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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        {
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            string packageName = GetAssetInfo().PackageName;
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            InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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            OperationSystem.StartOperation(packageName, operation);
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            return operation;
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        }
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    }
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}
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