Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Runtime/ResourceManager/ResourceProviders/IInstanceProvider.cs
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

116 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
namespace UnityEngine.ResourceManagement.ResourceProviders
{
/// <summary>
/// Class that contains properties to apply to instantiated objects.
/// </summary>
public struct InstantiationParameters
{
Vector3 m_Position;
Quaternion m_Rotation;
Transform m_Parent;
bool m_InstantiateInWorldPosition;
bool m_SetPositionRotation;
/// <summary>
/// Position in world space to instantiate object.
/// </summary>
public Vector3 Position { get { return m_Position; } }
/// <summary>
/// Rotation in world space to instantiate object.
/// </summary>
public Quaternion Rotation { get { return m_Rotation; } }
/// <summary>
/// Transform to set as the parent of the instantiated object.
/// </summary>
public Transform Parent { get { return m_Parent; } }
/// <summary>
/// When setting the parent Transform, this sets whether to preserve instance transform relative to world space or relative to the parent.
/// </summary>
public bool InstantiateInWorldPosition { get { return m_InstantiateInWorldPosition; } }
/// <summary>
/// Flag to tell the IInstanceProvider whether to set the position and rotation on new instances.
/// </summary>
public bool SetPositionRotation { get { return m_SetPositionRotation; } }
/// <summary>
/// Create a new InstantationParameters class that will set the parent transform and use the prefab transform.
/// </summary>
/// <param name="parent">Transform to set as the parent of the instantiated object.</param>
/// <param name="instantiateInWorldSpace">Flag to tell the IInstanceProvider whether to set the position and rotation on new instances.</param>
public InstantiationParameters(Transform parent, bool instantiateInWorldSpace)
{
m_Position = Vector3.zero;
m_Rotation = Quaternion.identity;
m_Parent = parent;
m_InstantiateInWorldPosition = instantiateInWorldSpace;
m_SetPositionRotation = false;
}
/// <summary>
/// Create a new InstantationParameters class that will set the position, rotation, and Transform parent of the instance.
/// </summary>
/// <param name="position">Position relative to the parent to set on the instance.</param>
/// <param name="rotation">Rotation relative to the parent to set on the instance.</param>
/// <param name="parent">Transform to set as the parent of the instantiated object.</param>
public InstantiationParameters(Vector3 position, Quaternion rotation, Transform parent)
{
m_Position = position;
m_Rotation = rotation;
m_Parent = parent;
m_InstantiateInWorldPosition = false;
m_SetPositionRotation = true;
}
/// <summary>
/// Instantiate an object with the parameters of this object.
/// </summary>
/// <typeparam name="TObject">Object type. This type must be of type UnityEngine.Object.</typeparam>
/// <param name="source">Object to instantiate.</param>
/// <returns>Returns the instantiated object.</returns>
public TObject Instantiate<TObject>(TObject source) where TObject : Object
{
TObject result;
if (m_Parent == null)
{
if (m_SetPositionRotation)
result = Object.Instantiate(source, m_Position, m_Rotation);
else
result = Object.Instantiate(source);
}
else
{
if (m_SetPositionRotation)
result = Object.Instantiate(source, m_Position, m_Rotation, m_Parent);
else
result = Object.Instantiate(source, m_Parent, m_InstantiateInWorldPosition);
}
return result;
}
}
/// <summary>
/// Interface that provides instances of objects. This is used in ResourceManager.Instantiate* calls.
/// </summary>
public interface IInstanceProvider
{
/// <summary>
/// Provide an instance of the gameobject contained in the prefabHandle.
/// </summary>
/// <param name="resourceManager">The object that contains all the resource locations.</param>
/// <param name="prefabHandle">The operation handle for the prefab to instantiate.</param>
/// <param name="instantiateParameters">The parameters to use for instantation.</param>
/// <returns>The instantiated object.</returns>
GameObject ProvideInstance(ResourceManager resourceManager, AsyncOperationHandle<GameObject> prefabHandle, InstantiationParameters instantiateParameters);
/// <summary>
/// Release an instance.
/// </summary>
/// <param name="resourceManager">The object that contains all the resource locations.</param>
/// <param name="instance">The instance to release.</param>
void ReleaseInstance(ResourceManager resourceManager, GameObject instance);
}
}