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							- 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;
 
- 		/// <summary>
 
- 		/// 实例化的游戏对象
 
- 		/// </summary>
 
- 		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;
 
- 			}
 
- 		}
 
- 		/// <summary>
 
- 		/// 取消实例化对象操作
 
- 		/// </summary>
 
- 		public void Cancel()
 
- 		{
 
- 			if (IsDone == false)
 
- 			{
 
- 				_steps = ESteps.Done;
 
- 				Status = EOperationStatus.Failed;
 
- 				Error = $"User cancelled !";
 
- 			}
 
- 		}
 
- 		/// <summary>
 
- 		/// 等待异步实例化结束
 
- 		/// </summary>
 
- 		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;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
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