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- using YooAsset;
- namespace UniFramework.Pooling
- {
- public class CreatePoolOperation : GameAsyncOperation
- {
- private enum ESteps
- {
- None,
- Waiting,
- Done,
- }
- private readonly AssetHandle _handle;
- private ESteps _steps = ESteps.None;
- internal CreatePoolOperation(AssetHandle handle)
- {
- _handle = handle;
- }
- protected override void OnStart()
- {
- _steps = ESteps.Waiting;
- }
- protected override void OnUpdate()
- {
- if (_steps == ESteps.None || _steps == ESteps.Done)
- return;
- if (_steps == ESteps.Waiting)
- {
- if (_handle.IsValid == 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;
- }
- _steps = ESteps.Done;
- Status = EOperationStatus.Succeed;
- }
- }
- /// <summary>
- /// 等待异步实例化结束
- /// </summary>
- public void WaitForAsyncComplete()
- {
- if (_handle != null)
- {
- if (_steps == ESteps.Done)
- return;
- _handle.WaitForAsyncComplete();
- OnUpdate();
- }
- }
- protected override void OnAbort()
- {
-
- }
- }
- }
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