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- using UnityEngine;
- namespace YooAsset
- {
- public sealed class InstantiateOperation : AsyncOperationBase
- {
- private enum ESteps
- {
- None,
- LoadObject,
- CloneSync,
- CloneAsync,
- Done,
- }
- private readonly AssetHandle _handle;
- private readonly bool _setPositionAndRotation;
- private readonly Vector3 _position;
- private readonly Quaternion _rotation;
- private readonly Transform _parent;
- private readonly bool _worldPositionStays;
- private readonly bool _actived;
- private ESteps _steps = ESteps.None;
- #if UNITY_2023_3_OR_NEWER
- private AsyncInstantiateOperation _instantiateAsync;
- #endif
- /// <summary>
- /// 实例化的游戏对象
- /// </summary>
- public GameObject Result = null;
- internal InstantiateOperation(AssetHandle handle, bool setPositionAndRotation, Vector3 position, Quaternion rotation,
- Transform parent, bool worldPositionStays, bool actived)
- {
- _handle = handle;
- _setPositionAndRotation = setPositionAndRotation;
- _position = position;
- _rotation = rotation;
- _parent = parent;
- _worldPositionStays = worldPositionStays;
- _actived = actived;
- }
- internal override void InternalStart()
- {
- _steps = ESteps.LoadObject;
- }
- internal override void InternalUpdate()
- {
- if (_steps == ESteps.None || _steps == ESteps.Done)
- return;
- if (_steps == ESteps.LoadObject)
- {
- if (_handle.IsValidWithWarning == false)
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- Error = $"{nameof(AssetHandle)} is invalid.";
- return;
- }
- if (_handle.IsDone == false)
- return;
- if (_handle.AssetObject == null)
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- Error = $"{nameof(AssetHandle.AssetObject)} is null.";
- return;
- }
- #if UNITY_2023_3_OR_NEWER
- //TODO 官方BUG
- // BUG环境:Windows平台,Unity2022.3.41f1版本,编辑器模式。
- // BUG描述:异步实例化Prefab预制体,有概率丢失Mono脚本里序列化的数组里某个成员!
- //_steps = ESteps.CloneAsync;
- _steps = ESteps.CloneSync;
- #else
- _steps = ESteps.CloneSync;
- #endif
- }
- if (_steps == ESteps.CloneSync)
- {
- // 实例化游戏对象
- Result = InstantiateInternal(_handle.AssetObject, _setPositionAndRotation, _position, _rotation, _parent, _worldPositionStays);
- if (_actived == false)
- Result.SetActive(false);
- _steps = ESteps.Done;
- Status = EOperationStatus.Succeed;
- }
- #if UNITY_2023_3_OR_NEWER
- if (_steps == ESteps.CloneAsync)
- {
- if (_instantiateAsync == null)
- {
- _instantiateAsync = InstantiateAsyncInternal(_handle.AssetObject, _setPositionAndRotation, _position, _rotation, _parent, _worldPositionStays);
- }
- if (IsWaitForAsyncComplete)
- _instantiateAsync.WaitForCompletion();
- if (_instantiateAsync.isDone == false)
- return;
- if (_instantiateAsync.Result != null && _instantiateAsync.Result.Length > 0)
- {
- Result = _instantiateAsync.Result[0] as GameObject;
- if (Result != null)
- {
- if (_actived == false)
- Result.SetActive(false);
- _steps = ESteps.Done;
- Status = EOperationStatus.Succeed;
- }
- else
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- Error = $"Instantiate game object is null !";
- }
- }
- else
- {
- _steps = ESteps.Done;
- Status = EOperationStatus.Failed;
- Error = $"Instantiate async results is null !";
- }
- }
- #endif
- }
- internal override void InternalWaitForAsyncComplete()
- {
- while (true)
- {
- // 等待句柄完成
- if (_handle != null)
- _handle.WaitForAsyncComplete();
- if (ExecuteWhileDone())
- {
- _steps = ESteps.Done;
- break;
- }
- }
- }
- internal override string InternalGetDesc()
- {
- var assetInfo = _handle.GetAssetInfo();
- return $"AssetPath : {assetInfo.AssetPath}";
- }
- /// <summary>
- /// 取消实例化对象操作
- /// </summary>
- public void Cancel()
- {
- #if UNITY_2023_3_OR_NEWER
- if (_instantiateAsync != null && _instantiateAsync.isDone == false)
- _instantiateAsync.Cancel();
- #endif
- AbortOperation();
- }
- /// <summary>
- /// 同步实例化
- /// </summary>
- internal static GameObject InstantiateInternal(UnityEngine.Object assetObject, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
- {
- if (assetObject == null)
- return null;
- if (setPositionAndRotation)
- {
- if (parent != null)
- return UnityEngine.Object.Instantiate(assetObject as GameObject, position, rotation, parent);
- else
- return UnityEngine.Object.Instantiate(assetObject as GameObject, position, rotation);
- }
- else
- {
- if (parent != null)
- return UnityEngine.Object.Instantiate(assetObject as GameObject, parent, worldPositionStays);
- else
- return UnityEngine.Object.Instantiate(assetObject as GameObject);
- }
- }
- #if UNITY_2023_3_OR_NEWER
- /// <summary>
- /// 异步实例化
- /// 注意:Unity2022.3.20f1及以上版本生效
- /// https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Object.InstantiateAsync.html
- /// </summary>
- internal static AsyncInstantiateOperation InstantiateAsyncInternal(UnityEngine.Object assetObject, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
- {
- if (setPositionAndRotation)
- {
- if (parent != null)
- return UnityEngine.Object.InstantiateAsync(assetObject as GameObject, parent, position, rotation);
- else
- return UnityEngine.Object.InstantiateAsync(assetObject as GameObject, position, rotation);
- }
- else
- {
- if (parent != null)
- return UnityEngine.Object.InstantiateAsync(assetObject as GameObject, parent);
- else
- return UnityEngine.Object.InstantiateAsync(assetObject as GameObject);
- }
- }
- #endif
- }
- }
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