yyl
9 天以前 51b0f6ed9f4e1d3bb6f8144470b46908c7699a96
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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
 
/// <summary>
/// 异步懒加载:保证 factory 只执行一次,支持多个并发 await(每个调用者独立 TCS)
/// 非泛型设计,避免热更 AOT 泛型问题
/// </summary>
public class AsyncLazy
{
    public delegate UniTask AsyncFactory();
 
    private readonly AsyncFactory factory;
    private List<UniTaskCompletionSource> waiters;
    private bool hasCompleted;
    private bool isRunning;
 
    public AsyncLazy(AsyncFactory factory, string debugName = "")
    {
        this.factory = factory;
    }
 
    public UniTask Task
    {
        get
        {
            if (hasCompleted)
            {
                return UniTask.CompletedTask;
            }
 
            var tcs = new UniTaskCompletionSource();
            if (waiters == null) waiters = new List<UniTaskCompletionSource>();
            waiters.Add(tcs);
 
            if (!isRunning)
            {
                isRunning = true;
                Run().Forget();
            }
 
            return tcs.Task;
        }
    }
 
    private async UniTaskVoid Run()
    {
        try
        {
            await factory();
            hasCompleted = true;
            if (waiters != null)
            {
                for (int i = 0; i < waiters.Count; i++)
                    waiters[i].TrySetResult();
                waiters.Clear();
            }
        }
        catch (Exception ex)
        {
            if (waiters != null)
            {
                for (int i = 0; i < waiters.Count; i++)
                    waiters[i].TrySetException(ex);
                waiters.Clear();
            }
        }
    }
 
    public void Reset()
    {
        hasCompleted = false;
        isRunning = false;
        waiters = null;
    }
}