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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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