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							- #if !COMBAT_SERVER
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using Fort23.Core;
 
- using UnityEngine;
 
- using UnityEngine.UI;
 
- using Utility;
 
- public class AssetHandle :UILoadSpriteHand
 
- {
 
-     public T AssetObject<T>() where T : Object
 
-     {
 
-         return (T) _assetObject;
 
-     }
 
-     private Object _assetObject;
 
-     public bool IsRelease;
 
-     public AssetLoadTaskBasic Associate;
 
-     public AssetInfo AssetInfo;
 
-     public bool IsNull()
 
-     {
 
-         return _assetObject==null;
 
-     }
 
-     public int count
 
-     {
 
-         get { return Associate.HandCount; }
 
-     }
 
-     public void Init(AssetLoadTaskBasic assetLoadTaskBasicBasic, Object assetObject)
 
-     {
 
-         _assetObject = assetObject;
 
-         Associate = assetLoadTaskBasicBasic;
 
-     }
 
-     public void Release()
 
-     {
 
-         if (IsRelease)
 
-         {
 
-             return;
 
-         }
 
-         IsRelease = true;
 
-         Associate?.RemoveAssetHandle(this);
 
-     }
 
-     public async CTask<AssetHandle>  InstantiateSync(bool isUseSynchronous)
 
-     {
 
-         if (Associate == null)
 
-         {
 
-             return null;
 
-         }
 
-         return await Associate.InstantiateSync(isUseSynchronous);
 
-     }
 
-     public bool IsActivation()
 
-     {
 
-         return !IsRelease && _assetObject != null;
 
-     }
 
-     public void ReleaseUI()
 
-     {
 
-         Release();
 
-     }
 
-     public Sprite GetSprite()
 
-     {
 
-         return AssetObject<Sprite>();
 
-     }
 
- }
 
- #endif
 
 
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