using Cysharp.Threading.Tasks;
using UnityGameFramework.Runtime;
using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs;
using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs;
using ResourceVerifySuccessEventArgs = UnityGameFramework.Runtime.ResourceVerifySuccessEventArgs;
namespace SepCore.AsyncTask
{
///
/// Resource 异步扩展方法
///
public static class ResourceAsyncExtension
{
///
/// 异步等待资源更新完成
///
/// 资源组件
/// 超时时间(秒),0表示不超时
/// 更新完成事件
public static UniTask WaitForResourceUpdateCompleteAsync(this ResourceComponent resourceComponent,
float timeout = 0f)
{
return AsyncTaskHelper.WaitEventAsync(
ResourceUpdateAllCompleteEventArgs.EventId,
null,
timeout
);
}
///
/// 异步等待资源验证完成
///
/// 资源组件
/// 超时时间(秒),0表示不超时
/// 验证成功事件
public static UniTask WaitForResourceVerifyCompleteAsync(this ResourceComponent resourceComponent,
float timeout = 0f)
{
return AsyncTaskHelper.WaitEventAsync(
ResourceVerifySuccessEventArgs.EventId,
null,
timeout
);
}
///
/// 异步等待资源应用完成
///
/// 资源组件
/// 超时时间(秒),0表示不超时
/// 应用成功事件
public static UniTask WaitForResourceApplyCompleteAsync(this ResourceComponent resourceComponent,
float timeout = 0f)
{
return AsyncTaskHelper.WaitEventAsync(
ResourceApplySuccessEventArgs.EventId,
null,
timeout
);
}
}
}