7502018d20
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.
116 lines
5.2 KiB
C#
116 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceLocations;
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namespace UnityEngine.ResourceManagement.ResourceProviders
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{
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/// <summary>
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/// Class that contains properties to apply to instantiated objects.
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/// </summary>
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public struct InstantiationParameters
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{
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Vector3 m_Position;
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Quaternion m_Rotation;
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Transform m_Parent;
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bool m_InstantiateInWorldPosition;
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bool m_SetPositionRotation;
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/// <summary>
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/// Position in world space to instantiate object.
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/// </summary>
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public Vector3 Position { get { return m_Position; } }
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/// <summary>
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/// Rotation in world space to instantiate object.
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/// </summary>
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public Quaternion Rotation { get { return m_Rotation; } }
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/// <summary>
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/// Transform to set as the parent of the instantiated object.
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/// </summary>
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public Transform Parent { get { return m_Parent; } }
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/// <summary>
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/// When setting the parent Transform, this sets whether to preserve instance transform relative to world space or relative to the parent.
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/// </summary>
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public bool InstantiateInWorldPosition { get { return m_InstantiateInWorldPosition; } }
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/// <summary>
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/// Flag to tell the IInstanceProvider whether to set the position and rotation on new instances.
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/// </summary>
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public bool SetPositionRotation { get { return m_SetPositionRotation; } }
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/// <summary>
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/// Create a new InstantationParameters class that will set the parent transform and use the prefab transform.
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/// </summary>
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/// <param name="parent">Transform to set as the parent of the instantiated object.</param>
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/// <param name="instantiateInWorldSpace">Flag to tell the IInstanceProvider whether to set the position and rotation on new instances.</param>
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public InstantiationParameters(Transform parent, bool instantiateInWorldSpace)
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{
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m_Position = Vector3.zero;
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m_Rotation = Quaternion.identity;
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m_Parent = parent;
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m_InstantiateInWorldPosition = instantiateInWorldSpace;
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m_SetPositionRotation = false;
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}
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/// <summary>
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/// Create a new InstantationParameters class that will set the position, rotation, and Transform parent of the instance.
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/// </summary>
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/// <param name="position">Position relative to the parent to set on the instance.</param>
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/// <param name="rotation">Rotation relative to the parent to set on the instance.</param>
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/// <param name="parent">Transform to set as the parent of the instantiated object.</param>
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public InstantiationParameters(Vector3 position, Quaternion rotation, Transform parent)
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{
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m_Position = position;
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m_Rotation = rotation;
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m_Parent = parent;
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m_InstantiateInWorldPosition = false;
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m_SetPositionRotation = true;
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}
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/// <summary>
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/// Instantiate an object with the parameters of this object.
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/// </summary>
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/// <typeparam name="TObject">Object type. This type must be of type UnityEngine.Object.</typeparam>
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/// <param name="source">Object to instantiate.</param>
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/// <returns>Returns the instantiated object.</returns>
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public TObject Instantiate<TObject>(TObject source) where TObject : Object
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{
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TObject result;
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if (m_Parent == null)
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{
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if (m_SetPositionRotation)
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result = Object.Instantiate(source, m_Position, m_Rotation);
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else
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result = Object.Instantiate(source);
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}
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else
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{
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if (m_SetPositionRotation)
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result = Object.Instantiate(source, m_Position, m_Rotation, m_Parent);
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else
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result = Object.Instantiate(source, m_Parent, m_InstantiateInWorldPosition);
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}
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return result;
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}
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}
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/// <summary>
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/// Interface that provides instances of objects. This is used in ResourceManager.Instantiate* calls.
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/// </summary>
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public interface IInstanceProvider
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{
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/// <summary>
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/// Provide an instance of the gameobject contained in the prefabHandle.
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/// </summary>
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/// <param name="resourceManager">The object that contains all the resource locations.</param>
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/// <param name="prefabHandle">The operation handle for the prefab to instantiate.</param>
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/// <param name="instantiateParameters">The parameters to use for instantation.</param>
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/// <returns>The instantiated object.</returns>
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GameObject ProvideInstance(ResourceManager resourceManager, AsyncOperationHandle<GameObject> prefabHandle, InstantiationParameters instantiateParameters);
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/// <summary>
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/// Release an instance.
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/// </summary>
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/// <param name="resourceManager">The object that contains all the resource locations.</param>
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/// <param name="instance">The instance to release.</param>
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void ReleaseInstance(ResourceManager resourceManager, GameObject instance);
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}
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}
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