2025-04-21 21:14:23 +08:00

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