AssetHandle.cs 1.4 KB

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  1. #if !COMBAT_SERVER
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using Fort23.Core;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. using Utility;
  8. public class AssetHandle :UILoadSpriteHand
  9. {
  10. public T AssetObject<T>() where T : Object
  11. {
  12. return (T) _assetObject;
  13. }
  14. private Object _assetObject;
  15. public bool IsRelease;
  16. public AssetLoadTaskBasic Associate;
  17. public AssetInfo AssetInfo;
  18. public bool IsNull()
  19. {
  20. return _assetObject==null;
  21. }
  22. public int count
  23. {
  24. get { return Associate.HandCount; }
  25. }
  26. public void Init(AssetLoadTaskBasic assetLoadTaskBasicBasic, Object assetObject)
  27. {
  28. _assetObject = assetObject;
  29. Associate = assetLoadTaskBasicBasic;
  30. }
  31. public void Release()
  32. {
  33. if (IsRelease)
  34. {
  35. return;
  36. }
  37. IsRelease = true;
  38. Associate?.RemoveAssetHandle(this);
  39. }
  40. public async CTask<AssetHandle> InstantiateSync(bool isUseSynchronous)
  41. {
  42. if (Associate == null)
  43. {
  44. return null;
  45. }
  46. return await Associate.InstantiateSync(isUseSynchronous);
  47. }
  48. public bool IsActivation()
  49. {
  50. return !IsRelease && _assetObject != null;
  51. }
  52. public void ReleaseUI()
  53. {
  54. Release();
  55. }
  56. public Sprite GetSprite()
  57. {
  58. return AssetObject<Sprite>();
  59. }
  60. }
  61. #endif