104 lines
4.7 KiB
C#
104 lines
4.7 KiB
C#
// Copyright 2020 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using UnityEngine;
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namespace Google.Play.AssetDelivery
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{
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/// <summary>
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/// A <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction.html">CustomYieldInstruction</a>
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/// used to monitor the asynchronous retrieval of an asset pack.
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/// </summary>
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public abstract class PlayAssetPackRequest : CustomYieldInstruction
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{
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/// <summary>
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/// Progress between 0 and 1 indicating the overall download progress of this request.
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/// Note: If this value is equal to 1, it does not mean that the request has completed,
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/// only that the Downloading stage is finished.
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/// </summary>
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public float DownloadProgress { get; protected set; }
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/// <summary>
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/// The error that prevented this requested from completing successfully.
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/// In the case of a successful request, this will always be <see cref="AssetDeliveryErrorCode.NoError"/>.
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/// </summary>
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public AssetDeliveryErrorCode Error { get; protected set; }
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/// <summary>
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/// Returns true if this request is in the <see cref="AssetDeliveryStatus.Available"/> or
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/// <see cref="AssetDeliveryStatus.Failed"/> status, false otherwise.
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/// </summary>
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public bool IsDone { get; protected set; }
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/// <summary>
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/// An enum indicating the status of this request (downloading, downloaded, installed etc.)
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/// If the request completed successfully, this value should be <see cref="AssetDeliveryStatus.Available"/>.
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/// If an error occured, it should be <see cref="AssetDeliveryStatus.Failed"/>.
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/// </summary>
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public AssetDeliveryStatus Status { get; protected set; }
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/// <summary>
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/// Event indicating that the request is completed. If an event handler is registered after the operation has
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/// completed, and thus after this event has been invoked, then the handler will be called synchronously.
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/// </summary>
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public virtual event Action<PlayAssetPackRequest> Completed = delegate { };
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/// <summary>
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/// Implements the <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction-keepWaiting.html">CustomYieldInstruction.keepWaiting</a>
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/// property so that this request can be yielded on in a coroutine.
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/// </summary>
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public override bool keepWaiting
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{
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get { return !IsDone; }
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}
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/// <summary>
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/// Retrieves the location of an asset at the specified path within this asset pack.
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/// </summary>
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/// <param name="assetPath">The path within this asset pack pointing to the desired asset.</param>
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/// <returns>
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/// An <see cref="AssetLocation"/> object describing the path, offset and size of a the requested asset file
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/// within the asset pack.
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/// </returns>
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public abstract AssetLocation GetAssetLocation(string assetPath);
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/// <summary>
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/// Loads the AssetBundle located at the specified path within this asset pack.
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/// </summary>
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/// <param name="assetBundlePath">The path within this asset pack pointing to the desired AssetBundle.</param>
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/// <returns>
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/// An <a href="https://docs.unity3d.com/ScriptReference/AssetBundleCreateRequest.html">
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/// AssetBundleCreateRequest</a> that can be yielded on until the AssetBundle is loaded.
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/// </returns>
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public abstract AssetBundleCreateRequest LoadAssetBundleAsync(string assetBundlePath);
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/// <summary>
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/// Cancels the request if possible, setting Status to <see cref="AssetDeliveryStatus.Failed"/> and
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/// Error to <see cref="AssetDeliveryErrorCode.Canceled"/>.
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/// If the request is already <see cref="AssetDeliveryStatus.Available"/>
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/// or <see cref="AssetDeliveryStatus.Failed"/>, then the request is left unchanged.
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/// </summary>
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public abstract void AttemptCancel();
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/// <summary>
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/// Invokes the <see cref="Completed"/> event.
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/// </summary>
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protected void InvokeCompletedEvent()
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{
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Completed.Invoke(this);
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}
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}
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}
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