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42 行
1.4 KiB
42 行
1.4 KiB
using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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public class PlayerConfigurator : MonoBehaviour
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{
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[SerializeField]
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private Transform m_HatAnchor;
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private AsyncOperationHandle m_HatLoadingHandle;
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void Start()
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{
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// At the moment, we randomly assign a Hat, but ideally, we have the unlocked hat property saved
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SetHat(string.Format("Hat{0:00}", UnityEngine.Random.Range(0, 4)));
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}
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// TODO: Change the string parameter
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public void SetHat(string hatKey)
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{
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// We are using the InstantiateAsync function on the Addressables API, the non-Addressables way
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// looks something like the following line, however, this version is not Asynchronous
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// GameObject.Instantiate(prefabToInstantiate);
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m_HatLoadingHandle = Addressables.InstantiateAsync(hatKey, m_HatAnchor, false);
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m_HatLoadingHandle.Completed += OnHatInstantiated;
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}
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private void OnDisable()
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{
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m_HatLoadingHandle.Completed -= OnHatInstantiated;
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}
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private void OnHatInstantiated(AsyncOperationHandle obj)
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{
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// We can check for the status of the InstantiationAsync operation: Failed, Succeeded or None
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if(obj.Status == AsyncOperationStatus.Succeeded)
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{
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Debug.Log("Hat instantiated successfully");
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}
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}
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}
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