【m】框架大更新
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using System.Collections.Generic;
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namespace YooAsset
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{
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public sealed class SubAssetsHandle : HandleBase
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{
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private System.Action<SubAssetsHandle> _callback;
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internal SubAssetsHandle(ProviderOperation provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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{
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_callback?.Invoke(this);
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<SubAssetsHandle> Completed
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{
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add
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(SubAssetsHandle)} is invalid");
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if (Provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(SubAssetsHandle)} is invalid");
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_callback -= value;
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}
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValidWithWarning == false)
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return;
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Provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 子资源对象集合
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/// </summary>
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public IReadOnlyList<UnityEngine.Object> SubAssetObjects
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{
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get
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{
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if (IsValidWithWarning == false)
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return null;
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return Provider.SubAssetObjects;
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}
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}
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/// <summary>
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/// 获取子资源对象
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/// </summary>
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/// <typeparam name="TObject">子资源对象类型</typeparam>
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/// <param name="assetName">子资源对象名称</param>
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public TObject GetSubAssetObject<TObject>(string assetName) where TObject : UnityEngine.Object
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{
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if (IsValidWithWarning == false)
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return null;
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foreach (var assetObject in Provider.SubAssetObjects)
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{
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if (assetObject.name == assetName && assetObject is TObject)
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return assetObject as TObject;
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}
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YooLogger.Warning($"Not found sub asset object : {assetName}");
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return null;
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}
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/// <summary>
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/// 获取所有的子资源对象集合
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/// </summary>
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/// <typeparam name="TObject">子资源对象类型</typeparam>
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public TObject[] GetSubAssetObjects<TObject>() where TObject : UnityEngine.Object
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{
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if (IsValidWithWarning == false)
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return null;
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List<TObject> result = new List<TObject>(Provider.SubAssetObjects.Length);
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foreach (var assetObject in Provider.SubAssetObjects)
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{
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var retObject = assetObject as TObject;
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if (retObject != null)
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result.Add(retObject);
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}
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return result.ToArray();
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}
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}
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}
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