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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 AssetOperationHandleExtension
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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 static AssetHandle WaitForAsyncOperationComplete(this AssetHandle thisHandle)
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{
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thisHandle.WaitForAsyncComplete();
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return thisHandle;
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}
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}
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@@ -0,0 +1,73 @@
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using UnityEngine;
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using YooAsset;
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(GameObjectAssetReference), true)]
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public class GameObjectAssetReferenceInspector : UnityEditor.Editor
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{
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private bool _init = false;
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private GameObject _cacheObject;
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public override void OnInspectorGUI()
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{
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GameObjectAssetReference mono = (GameObjectAssetReference)target;
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if (_init == false)
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{
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_init = true;
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if (string.IsNullOrEmpty(mono.AssetGUID) == false)
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{
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(mono.AssetGUID);
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if (string.IsNullOrEmpty(assetPath) == false)
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{
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_cacheObject = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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}
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}
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}
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GameObject go = (GameObject)UnityEditor.EditorGUILayout.ObjectField(_cacheObject, typeof(GameObject), false);
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if (go != _cacheObject)
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{
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_cacheObject = go;
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string assetPath = UnityEditor.AssetDatabase.GetAssetPath(go);
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mono.AssetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath);
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UnityEditor.EditorUtility.SetDirty(target);
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}
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UnityEditor.EditorGUILayout.LabelField("Asset GUID", mono.AssetGUID);
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}
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}
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#endif
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public class GameObjectAssetReference : MonoBehaviour
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{
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[HideInInspector]
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public string AssetGUID = "";
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private AssetHandle _handle;
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public void Start()
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{
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var package = YooAssets.GetPackage("DefaultPackage");
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var assetInfo = package.GetAssetInfoByGUID(AssetGUID);
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_handle = package.LoadAssetAsync(assetInfo);
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_handle.Completed += Handle_Completed;
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}
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public void OnDestroy()
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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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_handle = null;
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}
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}
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private void Handle_Completed(AssetHandle handle)
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{
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if (handle.Status == EOperationStatus.Succeed)
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{
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handle.InstantiateSync(this.transform);
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}
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}
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}
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@@ -0,0 +1,117 @@
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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 class LoadAssetsByTagOperation<TObject> : GameAsyncOperation where TObject : UnityEngine.Object
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{
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private enum ESteps
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{
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None,
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LoadAssets,
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CheckResult,
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Done,
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}
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private readonly string _tag;
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private ESteps _steps = ESteps.None;
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private List<AssetHandle> _handles;
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/// <summary>
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/// 资源对象集合
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/// </summary>
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public List<TObject> AssetObjects { private set; get; }
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public LoadAssetsByTagOperation(string tag)
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{
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_tag = tag;
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}
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protected override void OnStart()
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{
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_steps = ESteps.LoadAssets;
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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.LoadAssets)
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{
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AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
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_handles = new List<AssetHandle>(assetInfos.Length);
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foreach (var assetInfo in assetInfos)
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{
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var handle = YooAssets.LoadAssetAsync(assetInfo);
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_handles.Add(handle);
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}
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_steps = ESteps.CheckResult;
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}
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if (_steps == ESteps.CheckResult)
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{
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int index = 0;
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foreach (var handle in _handles)
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{
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if (handle.IsDone == false)
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{
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Progress = (float)index / _handles.Count;
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return;
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}
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index++;
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}
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AssetObjects = new List<TObject>(_handles.Count);
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foreach (var handle in _handles)
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{
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if (handle.Status == EOperationStatus.Succeed)
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{
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var assetObject = handle.AssetObject as TObject;
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if (assetObject != null)
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{
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AssetObjects.Add(assetObject);
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}
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else
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{
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string error = $"资源类型转换失败:{handle.AssetObject.name}";
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Debug.LogError($"{error}");
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AssetObjects.Clear();
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SetFinish(false, error);
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return;
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}
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}
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else
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{
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Debug.LogError($"{handle.LastError}");
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AssetObjects.Clear();
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SetFinish(false, handle.LastError);
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return;
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}
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}
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SetFinish(true);
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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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private void SetFinish(bool succeed, string error = "")
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{
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Error = error;
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Status = succeed ? EOperationStatus.Succeed : EOperationStatus.Failed;
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_steps = ESteps.Done;
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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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foreach (var handle in _handles)
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{
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handle.Release();
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}
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_handles.Clear();
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}
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}
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