using UnityEngine;
namespace YooAsset
{
	public sealed class InstantiateOperation : AsyncOperationBase
	{
		private enum ESteps
		{
			None,
			Clone,
			Done,
		}
		private readonly AssetOperationHandle _handle;
		private readonly bool _setPositionAndRotation;
		private readonly Vector3 _position;
		private readonly Quaternion _rotation;
		private readonly Transform _parent;
		private readonly bool _worldPositionStays;
		private ESteps _steps = ESteps.None;
		/// 
		/// 实例化的游戏对象
		/// 
		public GameObject Result = null;
		internal InstantiateOperation(AssetOperationHandle handle, bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
		{
			_handle = handle;
			_setPositionAndRotation = setPositionAndRotation;
			_position = position;
			_rotation = rotation;
			_parent = parent;
			_worldPositionStays = worldPositionStays;
		}
		internal override void Start()
		{
			_steps = ESteps.Clone;
		}
		internal override void Update()
		{
			if (_steps == ESteps.None || _steps == ESteps.Done)
				return;
			if (_steps == ESteps.Clone)
			{
				if (_handle.IsValidWithWarning == false)
				{
					_steps = ESteps.Done;
					Status = EOperationStatus.Failed;
					Error = $"{nameof(AssetOperationHandle)} is invalid.";
					return;
				}
				if (_handle.IsDone == false)
					return;
				if (_handle.AssetObject == null)
				{
					_steps = ESteps.Done;
					Status = EOperationStatus.Failed;
					Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
					return;
				}
				// 实例化游戏对象
				Result = InstantiateInternal(_handle.AssetObject, _setPositionAndRotation, _position, _rotation, _parent, _worldPositionStays);
				_steps = ESteps.Done;
				Status = EOperationStatus.Succeed;
			}
		}
		/// 
		/// 取消实例化对象操作
		/// 
		public void Cancel()
		{
			if (IsDone == false)
			{
				_steps = ESteps.Done;
				Status = EOperationStatus.Failed;
				Error = $"User cancelled !";
			}
		}
		/// 
		/// 等待异步实例化结束
		/// 
		public void WaitForAsyncComplete()
		{
			if (_steps == ESteps.Done)
				return;
			_handle.WaitForAsyncComplete();
			Update();
		}
		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)
				{
					GameObject clone = UnityEngine.Object.Instantiate(assetObject as GameObject, position, rotation, parent);
					return clone;
				}
				else
				{
					GameObject clone = UnityEngine.Object.Instantiate(assetObject as GameObject, position, rotation);
					return clone;
				}
			}
			else
			{
				if (parent != null)
				{
					GameObject clone = UnityEngine.Object.Instantiate(assetObject as GameObject, parent, worldPositionStays);
					return clone;
				}
				else
				{
					GameObject clone = UnityEngine.Object.Instantiate(assetObject as GameObject);
					return clone;
				}
			}
		}
	}
}