WuhuIslandTesting/Library/PackageCache/com.unity.addressables@1.21.12/Samples~/ComponentReference/ComponentReference.cs
2025-01-07 02:06:59 +01:00

87 lines
3.2 KiB
C#

using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// Creates an AssetReference that is restricted to having a specific Component.
/// * This is the class that inherits from AssetReference. It is generic and does not specify which Components it might care about. A concrete child of this class is required for serialization to work.
/// * At edit-time it validates that the asset set on it is a GameObject with the required Component.
/// * At runtime it can load/instantiate the GameObject, then return the desired component. API matches base class (LoadAssetAsync &amp; InstantiateAsync).
/// </summary>
/// <typeparam name="TComponent">The component type.</typeparam>
public class ComponentReference<TComponent> : AssetReference
{
/// <inheritdoc />
public ComponentReference(string guid) : base(guid)
{
}
/// <inheritdoc />
public new AsyncOperationHandle<TComponent> InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
{
return Addressables.ResourceManager.CreateChainOperation<TComponent, GameObject>(base.InstantiateAsync(position, Quaternion.identity, parent), GameObjectReady);
}
/// <inheritdoc />
public new AsyncOperationHandle<TComponent> InstantiateAsync(Transform parent = null, bool instantiateInWorldSpace = false)
{
return Addressables.ResourceManager.CreateChainOperation<TComponent, GameObject>(base.InstantiateAsync(parent, instantiateInWorldSpace), GameObjectReady);
}
/// <inheritdoc />
public AsyncOperationHandle<TComponent> LoadAssetAsync()
{
return Addressables.ResourceManager.CreateChainOperation<TComponent, GameObject>(base.LoadAssetAsync<GameObject>(), GameObjectReady);
}
/// <inheritdoc />
AsyncOperationHandle<TComponent> GameObjectReady(AsyncOperationHandle<GameObject> arg)
{
var comp = arg.Result.GetComponent<TComponent>();
return Addressables.ResourceManager.CreateCompletedOperation<TComponent>(comp, string.Empty);
}
/// <summary>
/// Validates that the assigned asset has the component type
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public override bool ValidateAsset(Object obj)
{
var go = obj as GameObject;
return go != null && go.GetComponent<TComponent>() != null;
}
/// <summary>
/// Validates that the assigned asset has the component type, but only in the Editor
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public override bool ValidateAsset(string path)
{
#if UNITY_EDITOR
//this load can be expensive...
var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
return go != null && go.GetComponent<TComponent>() != null;
#else
return false;
#endif
}
/// <inheritdoc />
public void ReleaseInstance(AsyncOperationHandle<TComponent> op)
{
// Release the instance
var component = op.Result as Component;
if (component != null)
{
Addressables.ReleaseInstance(component.gameObject);
}
// Release the handle
Addressables.Release(op);
}
}