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//using UnityEngine;
//using UnityEngine.AddressableAssets;
//using UnityEngine.ResourceManagement.AsyncOperations;
//public class PlayerConfigurator : MonoBehaviour
//{
// [SerializeField]
// private Transform m_HatAnchor;
// //[SerializeField]
// //private GameManagerSO m_GameManager;
// private AsyncOperationHandle m_HatLoadingHandle;
// void Start()
// {
// // TODO: Implement a m_GameManager.HatsUnlocked method on the GameManager script
// SetHat(string.Format("Hat{0:00}", Random.Range(0,3)));
// }
// // TODO: Change the string parameter
// public void SetHat(string hatKey)
// {
// // We are using the InstantiateAsync function on the Addressables API, the non-Addressables way
// // looks something like the following line, however, this version is not Asynchronous
// // GameObject.Instantiate(prefabToInstantiate);
// m_HatLoadingHandle = Addressables.InstantiateAsync(hatKey, m_HatAnchor, false);
// m_HatLoadingHandle.Completed += OnHatInstantiated;
// }
// private void OnHatInstantiated(AsyncOperationHandle obj)
// {
// // We can check for the status of the InstantiationAsync operation: Failed, Succeeded or None
// if (obj.Status == AsyncOperationStatus.Succeeded)
// {
// Debug.Log("Hat instantiated successfully");
// }
// m_HatLoadingHandle.Completed -= OnHatInstantiated;
// }
//}