C# await async 异步任务

Addressable异步加载资源写起来有些地方不太好控制代码结构。所以我简单做了一个AsyncTask,这样代码写起来简单易懂。

[AsyncMethodBuilder(typeof(AsyncSTaskMethodBuilder))]//指定Builder类,async修饰所必须
    public class AsyncTask<T> where T : UnityEngine.Object
    {
        public enum AwaiterStatus
        {
            Pending = 0,
            Succeeded = 1,
            Faulted = 2,
            Canceled = 3
        }
        private AwaiterStatus status { get; set; }

        private Awaiter<T> awaiter;

        T Resualt;

        public Awaiter<T> GetAwaiter()
        {
            status = AwaiterStatus.Pending;
            awaiter = new Awaiter<T>(this);
            return awaiter;
        }

        public bool IsComplete()
        {
            Debug.Log($"AsyncTask -> IsCompleted????{status} {status != AwaiterStatus.Pending}");
            return status != AwaiterStatus.Pending; 
        }

        public void OnComplete(T value)
        {
            Debug.Log($"AsyncTask -> OnComplete");
            status = AwaiterStatus.Succeeded;
            Resualt = value;
            awaiter.TryInvokeContinuation();
        }

        public T GetResualt()
        {
            return Resualt;
        }
    }

    public class Awaiter<T> : ICriticalNotifyCompletion where T : UnityEngine.Object
    {
        
        Action continuation;

        
        private AsyncTask<T> asyncTask;
        internal Awaiter(AsyncTask<T> asyncTask)
        {
            this.asyncTask = asyncTask;
        }

        public bool IsCompleted { get { return this.asyncTask.IsComplete(); } }


        public void OnCompleted(Action continuation)
        {
            Debug.Log($"Awaiter -> OnCompleted");
            if (IsCompleted)
            {
                continuation?.Invoke();
            }
        }

        public void UnsafeOnCompleted(Action continuation)
        {
            this.continuation = continuation;
            Debug.Log($"Awaiter -> UnsafeOnCompleted");
            if(IsCompleted)
            {
                continuation?.Invoke();
            }
        }

        public void GetResult()
        {
            Debug.Log($"Awaiter -> GetResult");
        }

        public void TryInvokeContinuation()
        {
            this.continuation?.Invoke();
            this.continuation = null;
        }

        
    }

 使用方式

public AsyncTask<T> LoadAssetInstance<T>(string asstesName, bool isRelease = false, Action<T> callBack = null) where T : UnityEngine.Object
        {
            AsyncTask<T> task = new AsyncTask<T>();
            AsyncOperationHandle handle = Addressables.LoadAssetAsync<T>(asstesName);
            handle.Completed += op => {

                if (op.Status != AsyncOperationStatus.Succeeded)
                {
                    Debug.LogError($"LoadAsset 加载资源出错{asstesName}");
                    return ;
                }

                if (op.Result == null)
                {
                    Debug.LogError($"LoadAsset 没有加载到资源{asstesName}");
                    return;
                }
                //Debug.LogFormat("LoadAssetTest Completed!");
                var go = GameObject.Instantiate(op.Result as T);
                task.OnComplete(go);
                callBack?.Invoke(go);
                if (isRelease)
                {
                    Addressables.Release(op);
                }
            };
            return task;
        }
Debug.Log("测试异步");
var go = AddressableManager.Instance.LoadAssetInstance<GameObject>("JadePanel_Main");
await go;
Debug.Log(go.GetResualt().name);

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