using XGame.Framework.Asyncs; using System; namespace XGame.Framework.Asset { /// /// 该类也继承IAssetPreloadAsync,少创建一个对象 /// 业务禁止将IAssetPreloadAsync强转为IAssetLoadAsync /// /// internal sealed class AssetLoadAsync : IAssetLoadAsync, IAssetEventListenerSetter, IAssetPreloadAsync { private AsyncListenerOperation _operation; private IAssetAsync _assetAsync; private IAssetCacheHandle _cacheHandle; private IAssetEventListener _eventListener; IAssetEventListener IAssetEventListenerSetter.AssetEventListener { set => _eventListener = value; } internal AssetLoadAsync(string addressableName, IAssetAsync assetAsync, IAssetCacheHandle handle) { AddressableName = addressableName; _assetAsync = assetAsync; _cacheHandle = handle; if (assetAsync != null && assetAsync.IsCompleted == false) { assetAsync.On(OnAsyncCompleted); } } private void OnAsyncCompleted(IAsync aAsync) { _operation.OnCompleted(this); PreRelease(); } private void PreRelease() { if (_operation.HaveListener) return; RemoveAll(); } #region 接口实现 object IAsync.State { set { var assetAsync = _assetAsync; if (assetAsync != null) assetAsync.State = value; } get => _assetAsync?.State; } public Exception Exception => _assetAsync?.Exception; public bool IsCompleted => _assetAsync?.IsCompleted ?? true; /// /// 返回加载进度 /// async为空时默认加载完成 /// public float Progress => _assetAsync?.Progress ?? 1; public string AddressableName { get; private set; } public IAsync On(OnAsyncCompleted action) { if (action != null) { if (IsCompleted) { action.SaveInvoke(this); PreRelease(); } else { _operation.On(action); } } return this; } public IAsync On(IAsyncListener listener, int order = 0) { if (listener == null) return this; if (IsCompleted) { listener.SaveInvoke(this); PreRelease(); return this; } _operation.On(listener, order); return this; } public IAsync RemoveOn(OnAsyncCompleted action) { _operation.RemoveOn(action); return this; } public IAsync RemoveOn(IAsyncListener listener) { _operation.RemoveOn(listener); return this; } public IAsync RemoveAll() { //Log.Debug($"AssetLoadAsync RemoveAll Name:{AddressableName}"); if (!IsCompleted) _assetAsync?.RemoveOn(OnAsyncCompleted); _assetAsync = null; _cacheHandle?.ReleaseAsync(this); _cacheHandle = null; _eventListener?.ReleaseAsync(this); _eventListener = null; _operation.Clear(); return this; } public TResult Result { get { TResult result = default; var addressableName = AddressableName; if (_cacheHandle != null) result = _cacheHandle.GetAssetFromCache(addressableName).Convert(addressableName); //先 Convert, 保证getResultCallback和最终返回的是同一个对象 if (result != null) { _eventListener?.OnGetResult(addressableName, result); } return result; } } #endregion #if UNITY_EDITOR public override string ToString() { return $"AssetLoadAsync Type:{typeof(TResult)} Name:{AddressableName} IsCompleted:{IsCompleted}"; } #endif } }