Job used when we are loading a avatar
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override AvatarItem | GetResult () |
| When the job is complete this function can be called by the developer to access the result data set which can be of any type (defined as T1). This needs to be defined if your derived class as an override. More...
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override Loader.LoadError | GetError () |
| When the job is complete this function can be called by the developer to access the error data set which can be of any type (defined as T2). This needs to be defined if your derived class as an override. More...
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delegate void | LoadDone (bool success) |
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IEnumerator | AsCoroutine (Action< float > progress=null, Action< T1 > onComplete=null, Action< T2 > onFailed=null) |
| Wraps a job to be used within a coroutine More...
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void | RunLoadDone () |
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void | OnPostAvatarRecipe (int parentJobId=Job.kNoParentJobId) |
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void | PostFigureSchematic (Job job) |
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void | PostSchematicLoads (Job job) |
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bool? | PhaseMeshConversion (Job job) |
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void | BuildAvatarItem () |
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Job used when we are loading a avatar
◆ GetError()
override Loader.LoadError Astra.Asset.AvatarLoadJob.GetError |
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inlinevirtual |
When the job is complete this function can be called by the developer to access the error data set which can be of any type (defined as T2). This needs to be defined if your derived class as an override.
- Returns
- Yields the error result data
Implements Astra.ApiJobWithResult< AvatarItem, Loader.LoadError >.
◆ GetResult()
override AvatarItem Astra.Asset.AvatarLoadJob.GetResult |
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inlinevirtual |
When the job is complete this function can be called by the developer to access the result data set which can be of any type (defined as T1). This needs to be defined if your derived class as an override.
- Returns
- Yields the success result data
Implements Astra.ApiJobWithResult< AvatarItem, Loader.LoadError >.
◆ PhaseMeshConversion()
bool? Astra.Asset.AvatarLoadJob.PhaseMeshConversion |
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inlineprotected |
Analyze the state data and do any prep work off main thread
This handles an optimization that reduces the amount of time spent on the main thread basically it builds up an array for the mesh data w/o using a gameobject we can also do this in parallel which speeds up overall load time for a single asset
The documentation for this class was generated from the following file:
- Assets/Astra/Asset/Avatar/AvatarLoadJob.cs