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44 行
1.4 KiB
44 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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// //[SerializeField]
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// //private GameManagerSO m_GameManager;
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// private AsyncOperationHandle m_HatLoadingHandle;
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// void Start()
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// {
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// // TODO: Implement a m_GameManager.HatsUnlocked method on the GameManager script
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// SetHat(string.Format("Hat{0:00}", Random.Range(0,3)));
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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 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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// m_HatLoadingHandle.Completed -= OnHatInstantiated;
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// }
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//}
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