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https://github.com/Alex-Rachel/TEngine.git
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TE6 打飞机Demo
TE6 打飞机Demo
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@@ -1,14 +1,12 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace YooAsset
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{
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public sealed class AssetHandle : HandleBase, IDisposable
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public sealed class AssetHandle : HandleBase
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{
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private System.Action<AssetHandle> _callback;
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internal AssetHandle(ProviderBase provider) : base(provider)
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internal AssetHandle(ProviderOperation provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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@@ -48,22 +46,6 @@ namespace YooAsset
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Provider.WaitForAsyncComplete();
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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 Release()
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{
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this.ReleaseInternal();
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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 Dispose()
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{
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this.ReleaseInternal();
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}
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/// <summary>
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/// 资源对象
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@@ -116,25 +98,25 @@ namespace YooAsset
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/// <summary>
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/// 异步初始化游戏对象
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/// </summary>
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public InstantiateOperation InstantiateAsync()
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public InstantiateOperation InstantiateAsync(bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Transform parent)
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public InstantiateOperation InstantiateAsync(Transform parent, bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays)
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public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays, bool actived = true)
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{
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
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return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays, actived);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation)
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, bool actived = true)
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{
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return InstantiateAsyncInternal(true, position, rotation, null, false);
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return InstantiateAsyncInternal(true, position, rotation, null, false, actived);
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}
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent)
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public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent, bool actived = true)
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{
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return InstantiateAsyncInternal(true, position, rotation, parent, false);
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return InstantiateAsyncInternal(true, position, rotation, parent, false, actived);
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}
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private GameObject InstantiateSyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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@@ -146,10 +128,10 @@ namespace YooAsset
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return InstantiateOperation.InstantiateInternal(Provider.AssetObject, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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}
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private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
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private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays, bool actived)
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{
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string packageName = GetAssetInfo().PackageName;
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InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays);
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InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays, actived);
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OperationSystem.StartOperation(packageName, operation);
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return operation;
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}
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