浏览代码

Added Hats as Prefabs and Addressables.

Also replaced the Goal prefab to the new asset.
/AdsTesting
Arturo Nereu 4 年前
当前提交
3bad4abf
共有 15 个文件被更改,包括 490 次插入588 次删除
  1. 2
      Assets/Art/Goal_Door.fbx.meta
  2. 104
      Assets/Prefabs/Door.prefab
  3. 130
      Assets/Prefabs/Hats/Hat00.prefab
  4. 140
      Assets/Prefabs/Hats/Hat01.prefab
  5. 139
      Assets/Prefabs/Hats/Hat02.prefab
  6. 35
      Assets/Prefabs/Player.prefab
  7. 361
      Assets/Scenes/Level_00.unity
  8. 20
      Assets/Scripts/PlayerConfigurator.cs
  9. 8
      Assets/Models.meta
  10. 8
      Assets/Prefabs/Accessories.meta
  11. 108
      Assets/Prefabs/Hats/Hat03.prefab
  12. 7
      Assets/Prefabs/Hats/Hat03.prefab.meta
  13. 8
      Assets/Textures.meta
  14. 8
      Assets/Textures/UI.meta

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[SerializeField]
private Transform m_HatAnchor;
[SerializeField]
private Transform m_AccessoryAnchor;
SetHat(string.Format("Hat{0:00}", UnityEngine.Random.Range(0, 3)));
}
// Update is called once per frame
void Update()
{
SetHat(string.Format("Hat{0:00}", UnityEngine.Random.Range(0, 4)));
}
// TODO: Change the string parameter

private void OnHatInstantiated(AsyncOperationHandle<GameObject> obj)
{
Debug.Log("Hat Instantiated");
}
private void SetAccessory(string accessoryKey)
{
Addressables.InstantiateAsync(accessoryKey, m_AccessoryAnchor, false).Completed += OnAccessoryInstantiated;
}
private void OnAccessoryInstantiated(AsyncOperationHandle<GameObject> obj)
{
Debug.Log("Accessory Instantiated");
}
}

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