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DeviantMobile-Rohan/Assets/GooglePlayPlugins_DISABLED/com.google.play.assetdelivery/Runtime/Scripts/PlayAssetPackRequest.cs
2026-06-26 22:41:39 +05:30

104 lines
4.7 KiB
C#

// Copyright 2020 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.
/// </summary>
public abstract class PlayAssetPackRequest : 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 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 AssetDeliveryErrorCode Error { get; protected set; }
/// <summary>
/// Returns true if this request is in the <see cref="AssetDeliveryStatus.Available"/> 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.Available"/>.
/// If an error occured, it should be <see cref="AssetDeliveryStatus.Failed"/>.
/// </summary>
public AssetDeliveryStatus Status { 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<PlayAssetPackRequest> 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>
/// Retrieves the location of an asset at the specified path within this asset pack.
/// </summary>
/// <param name="assetPath">The path within this asset pack pointing to the desired asset.</param>
/// <returns>
/// An <see cref="AssetLocation"/> object describing the path, offset and size of a the requested asset file
/// within the asset pack.
/// </returns>
public abstract AssetLocation GetAssetLocation(string assetPath);
/// <summary>
/// Loads the AssetBundle located at the specified path within this asset pack.
/// </summary>
/// <param name="assetBundlePath">The path within this asset pack pointing to the desired AssetBundle.</param>
/// <returns>
/// An <a href="https://docs.unity3d.com/ScriptReference/AssetBundleCreateRequest.html">
/// AssetBundleCreateRequest</a> that can be yielded on until the AssetBundle is loaded.
/// </returns>
public abstract AssetBundleCreateRequest LoadAssetBundleAsync(string assetBundlePath);
/// <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.Available"/>
/// 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);
}
}
}