using UnityEngine;
using XGame.Framework.Asset;
using XGame.Framework.Asyncs;
namespace XGame.Framework.Shaders
{
///
/// shader变体预热
/// ShaderVariantCollection
///
internal class ShaderCollectionAsync : Async
{
private IAssetLoadAsync _async;
public ShaderCollectionAsync(string addressableName)
{
if (string.IsNullOrEmpty(addressableName))
{
Log.Error("ShaderCollectionAsync Name is null.");
Completed();
return;
}
Log.Info($"ShaderCollectionAsync start. Name:{addressableName}");
_async = AssetManager.LoadAsync(addressableName);
_async.On(OnLoaded);
}
private void OnLoaded(IAsync async)
{
_async = null;
var result = async as IAssetLoadAsync;
var collection = result?.GetResult();
Log.Info($"ShaderCollectionAsync result:{collection != null} isWarmedUp:{collection?.isWarmedUp ?? false}");
collection?.WarmUp();
Completed();
if (collection)
{
AssetManager.Recycle(collection);
}
Log.Info("ShaderCollectionAsync completed.");
}
protected override void OnRemoveAll()
{
_async?.RemoveOn(OnLoaded);
_async = null;
}
}
}