调整 SpriteCache 的读取资源方式
将原来 UGF 事件回调风格的调用改成使用 UniTask 的异步操作
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@@ -1,4 +1,6 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework.Resource;
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using UnityGameFramework.Runtime;
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using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs;
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using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs;
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@@ -11,6 +13,24 @@ namespace SepCore.AsyncTask
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/// </summary>
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public static class ResourceAsyncExtension
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{
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/// <summary>
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/// 异步加载资源
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/// </summary>
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/// <typeparam name="T">资源类型</typeparam>
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/// <param name="resourceComponent">资源组件</param>
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/// <param name="assetName">资源名称</param>
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/// <param name="priority">加载优先级</param>
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/// <returns>加载完成的资源</returns>
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public static UniTask<T> LoadAssetAsync<T>(this ResourceComponent resourceComponent, string assetName, int priority = 0)
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{
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var tcs = AutoResetUniTaskCompletionSource<T>.Create();
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resourceComponent.LoadAsset(assetName, priority, new LoadAssetCallbacks(
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(_, asset, _, _) => tcs.TrySetResult((T)asset),
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(_, _, errorMessage, _) => tcs.TrySetException(new Exception(errorMessage))
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));
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return tcs.Task;
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}
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/// <summary>
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/// 异步等待资源更新完成
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/// </summary>
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