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2026-06-26 22:41:39 +05:30

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C#

// Copyright 2019 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using UnityEngine;
namespace Google.Play.AssetDelivery
{
/// <summary>
/// A <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction.html">CustomYieldInstruction</a>
/// used to monitor the asynchronous retrieval of an asset pack containing an AssetBundle.
/// </summary>
public abstract class PlayAssetBundleRequest : CustomYieldInstruction
{
/// <summary>
/// Progress between 0 and 1 indicating the overall download progress of this request.
///
/// Note: If this value is equal to 1, it does not mean that the request has completed,
/// only that the Downloading stage is finished.
/// </summary>
public virtual float DownloadProgress { get; protected set; }
/// <summary>
/// The error that prevented this requested from completing successfully.
/// In the case of a successful request, this will always be <see cref="AssetDeliveryErrorCode.NoError"/>.
/// </summary>
public virtual AssetDeliveryErrorCode Error { get; protected set; }
/// <summary>
/// Returns true if this request is in the <see cref="AssetDeliveryStatus.Loaded"/> or
/// <see cref="AssetDeliveryStatus.Failed"/> status, false otherwise.
/// </summary>
public bool IsDone { get; protected set; }
/// <summary>
/// An enum indicating the status of this request (downloading, downloaded, installed etc.)
/// If the request completed successfully, this value should be <see cref="AssetDeliveryStatus.Loaded"/>.
/// If an error occured, it should be <see cref="AssetDeliveryStatus.Failed"/>.
/// </summary>
public virtual AssetDeliveryStatus Status { get; protected set; }
/// <summary>
/// The AssetBundle loaded by this request.
/// This corresponds to the AssetBundle name passed into this request.
/// If Status is not <see cref="AssetDeliveryStatus.Loaded"/>, this value is null.
/// </summary>
public AssetBundle AssetBundle { get; protected set; }
/// <summary>
/// Event indicating that the request is completed. If an event handler is registered after the operation has
/// completed, and thus after this event has been invoked, then the handler will be called synchronously.
/// </summary>
public virtual event Action<PlayAssetBundleRequest> Completed = delegate { };
/// <summary>
/// Implements the <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction-keepWaiting.html">CustomYieldInstruction.keepWaiting</a>
/// property so that this request can be yielded on in a coroutine.
/// </summary>
public override bool keepWaiting
{
get { return !IsDone; }
}
/// <summary>
/// Cancels the request if possible, setting Status to <see cref="AssetDeliveryStatus.Failed"/> and
/// Error to <see cref="AssetDeliveryErrorCode.Canceled"/>.
/// If the request is already <see cref="AssetDeliveryStatus.Loading"/>,
/// <see cref="AssetDeliveryStatus.Loaded"/> or <see cref="AssetDeliveryStatus.Failed"/>, then
/// the request is left unchanged.
/// </summary>
public abstract void AttemptCancel();
/// <summary>
/// Invokes the <see cref="Completed"/> event.
/// </summary>
protected void InvokeCompletedEvent()
{
Completed.Invoke(this);
}
}
}