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