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YooAsset Extension程序集 因为MIniGame的FileSystem是写死了这个程序集
YooAsset Extension程序集 因为MIniGame的FileSystem是写死了这个程序集
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using YooAsset;
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public static class YooAssetsExtension
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{
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public static LoadGameObjectOperation LoadGameObjectAsync(this ResourcePackage resourcePackage, string location, Vector3 position, Quaternion rotation, Transform parent, bool destroyGoOnRelease = false)
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{
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var operation = new LoadGameObjectOperation(location, position, rotation, parent, destroyGoOnRelease);
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YooAssets.StartOperation(operation);
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return operation;
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}
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}
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public class LoadGameObjectOperation : GameAsyncOperation
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{
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private enum ESteps
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{
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None,
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LoadAsset,
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Done,
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}
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private readonly string _location;
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private readonly Vector3 _positon;
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private readonly Quaternion _rotation;
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private readonly Transform _parent;
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private readonly bool _destroyGoOnRelease;
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private AssetHandle _handle;
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private ESteps _steps = ESteps.None;
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/// <summary>
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/// 加载的游戏对象
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/// </summary>
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public GameObject Go { private set; get; }
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public LoadGameObjectOperation(string location, Vector3 position, Quaternion rotation, Transform parent, bool destroyGoOnRelease = false)
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{
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_location = location;
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_positon = position;
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_rotation = rotation;
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_parent = parent;
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_destroyGoOnRelease = destroyGoOnRelease;
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}
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protected override void OnStart()
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{
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_steps = ESteps.LoadAsset;
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}
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protected override void OnUpdate()
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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.LoadAsset)
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{
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if (_handle == null)
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{
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_handle = YooAssets.LoadAssetAsync<GameObject>(_location);
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}
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Progress = _handle.Progress;
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if (_handle.IsDone == false)
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return;
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if (_handle.Status != EOperationStatus.Succeed)
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{
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Error = _handle.LastError;
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Status = EOperationStatus.Failed;
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_steps = ESteps.Done;
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}
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else
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{
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Go = _handle.InstantiateSync(_positon, _rotation, _parent);
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Status = EOperationStatus.Succeed;
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_steps = ESteps.Done;
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}
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}
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}
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protected override void OnAbort()
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{
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void ReleaseHandle()
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{
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if (_handle != null)
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{
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_handle.Release();
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if (_destroyGoOnRelease)
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{
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if (Go != null)
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GameObject.Destroy(Go);
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}
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}
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}
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}
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