Exemple #1
0
    void OnStoreItemReady(ScriptableStoreItem item, Object asset)
    {
        // event is called at startup for downloaded items, then when bought&downloaded
        //add asset items to Library
        ScriptableLibrary lib = asset as ScriptableLibrary; // item asset is a library itself, and can contain several objects

        foreach (ScriptableLibraryObject scriptLibObj in lib.libObjects)
        {
            Debug.Log("STORE scriptableLibraryObject: " + scriptLibObj.displayName);
            LibraryObject libObj = new LibraryObject();
            libObj.prefab      = scriptLibObj.prefab;
            libObj.displayName = scriptLibObj.displayName;
            libObj.thumbnail   = scriptLibObj.thumbnail;
            storeObjects.Add(libObj); // each item is appended -
        }
        ResetLibraryObjects();
    }
Exemple #2
0
 protected virtual void FetchLibrary(ScriptableLibrary scriptableLibrary)
 {
     if (scriptableLibrary != null)
     {
         List <LibraryObject> libObjects = new List <LibraryObject>();
         //foreach (GameObject prefab in scriptableLibrary.prefabs)
         Debug.Log("FetchLibrary " + scriptableLibrary.libObjects.Count);
         foreach (ScriptableLibraryObject scriptLibObj in scriptableLibrary.libObjects)
         {
             Debug.Log("scriptableLibraryObject: " + scriptLibObj.displayName);
             LibraryObject libObj = new LibraryObject();
             libObj.prefab      = scriptLibObj.prefab;
             libObj.displayName = scriptLibObj.displayName;
             libObj.thumbnail   = scriptLibObj.thumbnail;
             libObjects.Add(libObj);
         }
         objectLibrary.SetLibraryObjects(libObjects);
     }
     else
     {
         assetLoader.ReportError("AssetBundle object: " + "scriptableLibrary.asset" + " not present or incorrect.");
     }
 }