Impara
Classe motore
AssetService
Non costruibile
Assistenza

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Sommario
Metodi
ComposeDecalAsync(decal: Decal,layers: {any}):()
CreateAssetAsync(object: Object,assetType: Enum.AssetType,requestParameters: Dictionary):Tuple
CreateAssetVersionAsync(object: Object,assetType: Enum.AssetType,assetId: number,requestParameters: Dictionary):Tuple
CreateEditableImageAsync(content: Content,editableImageOptions: Dictionary?):EditableImage
CreateEditableMeshAsync(content: Content,editableMeshOptions: Dictionary?):EditableMesh
CreatePlaceAsync(placeName: string,templatePlaceID: number,description: string):number
CreatePlaceInPlayerInventoryAsync(player: Instance,placeName: string,templatePlaceID: number,description: string):number
Obsoleto
GetAssetIdsForPackage(packageAssetId: number):{any}
Obsoleto
GetCreatorAssetID(creationID: number):number
Obsoleto
SavePlaceAsync(requestParameters: Dictionary?):()
SearchAudio(searchParameters: AudioSearchParams):AudioPages
Obsoleto
Membri ereditati

Riferimento API
Proprietà
AllowInsertFreeAssets
Sicurezza Script Roblox
Lettura Parallela
AssetService.AllowInsertFreeAssets:boolean

Metodi
ComposeDecalAsync
Resa
AssetService:ComposeDecalAsync(
decal:Decal, layers:{any}
):()
Parametri
decal:Decal
layers:{any}
Restituzioni
()
Campioni di codice
local AssetService = game:GetService("AssetService")
-- Crea due istanze di decal
local decalA = Instance.new("Decal")
local decalB = Instance.new("Decal")
-- Costruisci la tabella delle informazioni composite
local compositeInfo = {
{
ColorMap = decalA.ColorMapContent,
RoughnessMap = decalA.RoughnessMapContent,
MetalnessMap = decalA.MetalnessMapContent,
NormalMap = decalA.NormalMapContent,
},
{
ColorMap = Content.fromAssetId(123456),
RoughnessMap = decalB.RoughnessMapContent,
MetalnessMap = decalB.MetalnessMapContent,
NormalMap = decalB.NormalMapContent,
}
}
-- Crea un decal da comporre
local compositeDecal = Instance.new("Decal")
-- Componi un decal esistente usando AssetService
local success, errorMessage = pcall(function()
AssetService:ComposeDecalAsync(compositeDecal, compositeInfo)
end)
if success then
print("Decal composto con successo!")
-- Logica per mostrare/usare il decal va qui
else
warn("Impossibile comporre il decal:", errorMessage)
end

CreateAssetAsync
Resa
Capacità: AssetCreateUpdate
AssetService:CreateAssetAsync(
object:Object, assetType:Enum.AssetType, requestParameters:Dictionary
Parametri
object:Object
assetType:Enum.AssetType
requestParameters:Dictionary
Valore predefinito: "nil"
Restituzioni
Campioni di codice
AssetService:CreateAssetAsync
local AssetService = game:GetService("AssetService")
local editableMesh = AssetService:CreateEditableMesh()
-- aggiungi vertici, facce e uvs alla mesh
local requestParameters = {
CreatorId = 123,
CreatorType = Enum.AssetCreatorType.User,
Name = "Il mio asset",
Description = "un buon asset",
}
local ok, result, idOrUploadErr = pcall(function()
return AssetService:CreateAssetAsync(editableMesh, Enum.AssetType.Mesh, requestParameters)
end)
if not ok then
warn(`errore durante la chiamata a CreateAssetAsync: {result}`)
elseif result == Enum.CreateAssetResult.Success then
print(`successo, nuovo ID asset: {idOrUploadErr}`)
else
warn(`errore di upload in CreateAssetAsync: {result}, {idOrUploadErr}`)
end

CreateAssetVersionAsync
Resa
Capacità: AssetCreateUpdate
AssetService:CreateAssetVersionAsync(
object:Object, assetType:Enum.AssetType, assetId:number, requestParameters:Dictionary
Parametri
object:Object
assetType:Enum.AssetType
assetId:number
requestParameters:Dictionary
Valore predefinito: "nil"
Restituzioni
Campioni di codice
AssetService:CreaVersioneAssetAsync
local AssetService = game:GetService("AssetService")
local assetIdToUpdate = 321
local model = Instance.new("Model")
local requestParameters = {
CreatorId = 123,
CreatorType = Enum.AssetCreatorType.User,
}
local ok, result, versionOrUploadErr = pcall(function()
return AssetService:CreateAssetVersionAsync(model, Enum.AssetType.Model, assetIdToUpdate, requestParameters)
end)
if not ok then
warn(`errore durante la chiamata a CreateAssetVersionAsync: {result}`)
elseif result == Enum.CreateAssetResult.Success then
print(`successo, nuova versione dell'asset: {versionOrUploadErr}`)
else
warn(`errore di upload in CreateAssetVersionAsync: {result}, {versionOrUploadErr}`)
end

CreateDataModelContentAsync
Resa
Capacità: DynamicGeneration
AssetService:CreateDataModelContentAsync(
content:Content, options:Dictionary?
Parametri
content:Content
options:Dictionary?
Restituzioni

CreateEditableImage
Capacità: DynamicGeneration
AssetService:CreateEditableImage(editableImageOptions:Dictionary?):EditableImage
Parametri
editableImageOptions:Dictionary?
Restituzioni

CreateEditableImageAsync
Resa
Capacità: AssetRead
AssetService:CreateEditableImageAsync(
content:Content, editableImageOptions:Dictionary?
Parametri
content:Content
editableImageOptions:Dictionary?
Restituzioni

CreateEditableMesh
Capacità: DynamicGeneration
AssetService:CreateEditableMesh(editableMeshOptions:Dictionary?):EditableMesh
Parametri
editableMeshOptions:Dictionary?
Restituzioni

CreateEditableMeshAsync
Resa
Capacità: AssetRead
AssetService:CreateEditableMeshAsync(
content:Content, editableMeshOptions:Dictionary?
Parametri
content:Content
editableMeshOptions:Dictionary?
Restituzioni

CreateMeshPartAsync
Resa
Capacità: Basic
AssetService:CreateMeshPartAsync(
meshContent:Content, options:Dictionary
Parametri
meshContent:Content
options:Dictionary
Valore predefinito: "nil"
Restituzioni

CreatePlaceAsync
Resa
Capacità: AssetCreateUpdate
AssetService:CreatePlaceAsync(
placeName:string, templatePlaceID:number, description:string
Parametri
placeName:string
templatePlaceID:number
description:string
Restituzioni

CreatePlaceInPlayerInventoryAsync
Obsoleto

CreateSurfaceAppearanceAsync
Resa
Capacità: Basic
AssetService:CreateSurfaceAppearanceAsync(content:Dictionary):SurfaceAppearance
Parametri
content:Dictionary
Restituzioni
Campioni di codice
AssetService:CreateSurfaceAppearanceAsync
local AssetService = game:GetService("AssetService")
local Workspace = game:GetService("Workspace")
-- Colore rosso
local colorEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(4, 4) })
colorEditableImage:DrawRectangle(Vector2.zero, colorEditableImage.Size, Color3.fromRGB(255, 0, 0), 0, Enum.ImageCombineType.Overwrite)
-- Metallicità (guarda solo il canale rosso)
local metalnessEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(1, 1) })
metalnessEditableImage:DrawRectangle(Vector2.zero, metalnessEditableImage.Size, Color3.new(1, 0, 0), 0, Enum.ImageCombineType.Overwrite)
-- Ruvidezza (guarda solo il canale rosso)
local roughnessEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(1, 1) })
roughnessEditableImage:DrawRectangle(Vector2.zero, roughnessEditableImage.Size, Color3.new(0.2, 0, 0), 0, Enum.ImageCombineType.Overwrite)
local surfaceAppearance = AssetService:CreateSurfaceAppearanceAsync({
ColorMap = Content.fromObject(colorEditableImage),
MetalnessMap = Content.fromObject(metalnessEditableImage),
RoughnessMap = Content.fromObject(roughnessEditableImage)
})
local meshPart = Instance.new("MeshPart")
meshPart.Parent = Workspace
-- Applica l'aspetto superficiale alla parte mesh
surfaceAppearance.Parent = meshPart

GetAssetIdsForPackage
Obsoleto

GetAssetIdsForPackageAsync
Resa
Capacità: AssetRead
AssetService:GetAssetIdsForPackageAsync(packageAssetId:number):{any}
Parametri
packageAssetId:number
Restituzioni

GetAudioMetadataAsync
Resa
Capacità: AssetRead
AssetService:GetAudioMetadataAsync(idList:{any}):{any}
Parametri
idList:{any}
Restituzioni
Campioni di codice
local AssetService = game:GetService("AssetService")
local SoundService = game:GetService("SoundService")
local trackIDs = {
SoundService.Sound1.SoundId,
SoundService.Sound2.SoundId,
SoundService.Sound3.SoundId,
SoundService.Sound4.SoundId,
}
local success, result = pcall(function()
return AssetService:GetAudioMetadataAsync(trackIDs)
end)
if success then
for i = 1, #trackIDs do
local contentId = "rbxassetid://" .. result[i].AssetId
if trackIDs[i] == contentId then
print(result[i].Title, "di", result[i].Artist)
else
warn("Nessuna metadata recuperata per l'asset richiesto #" .. tostring(i))
end
end
end

GetBundleDetailsAsync
Resa
Capacità: AssetRead
AssetService:GetBundleDetailsAsync(bundleId:number):Dictionary
Parametri
bundleId:number
Restituzioni
Campioni di codice
Ottenere Dettagli del Pacchetto
local AssetService = game:GetService("AssetService")
local BUNDLE_ID = 14
local success, result = pcall(function()
return AssetService:GetBundleDetailsAsync(BUNDLE_ID)
end)
if success then
print(result)
--[[
{
["BundleType"] = "BodyParts",
["Description"] = "L'anno è il 5003, il Battlebot 5000 deve affrontare il suo avversario più potente, oppure rischiare di diventare obsoleto.",
["Id"] = 14,
["Items"] = {
[1] = {...},
[2] = {
["Id"] = 1678225030,
["Name"] = "SinisterBot 5001 Braccio Sinistro",
["Type"] = "Asset"
},
[3] = {...},
[4] = {...},
[5] = {...},
[6] = {...},
[7] = {...}
},
["Name"] = "SinisterBot 5001"
}
--]]
end

GetCreatorAssetID
Obsoleto

GetGamePlacesAsync
Resa
Capacità: AssetRead
AssetService:GetGamePlacesAsync():Instance
Restituzioni
Campioni di codice
AssetService:GetGamePlacesAsync
local AssetService = game:GetService("AssetService")
local placePages = AssetService:GetGamePlacesAsync()
while true do
for _, place in placePages:GetCurrentPage() do
print("Nome:", place.Name)
print("PlaceId:", place.PlaceId)
end
if placePages.IsFinished then
break
end
placePages:AdvanceToNextPageAsync()
end

LoadAssetAsync
Resa
Capacità: LoadUnownedAsset
AssetService:LoadAssetAsync(assetId:number):Instance
Parametri
assetId:number
Restituzioni

PromptCreateAssetAsync
Resa
Capacità: AssetCreateUpdate
AssetService:PromptCreateAssetAsync(
player:Player, instance:Instance, assetType:Enum.AssetType
Parametri
player:Player
instance:Instance
assetType:Enum.AssetType
Restituzioni

PromptImportAnimationClipFromVideoAsync
Resa
Capacità: AssetManagement
AssetService:PromptImportAnimationClipFromVideoAsync(
player:Player, progressCallback:function
Parametri
player:Player
progressCallback:function
Restituzioni

SavePlaceAsync
Resa
Capacità: AssetCreateUpdate
AssetService:SavePlaceAsync(requestParameters:Dictionary?):()
Parametri
requestParameters:Dictionary?
Restituzioni
()

SearchAudio
Obsoleto

SearchAudioAsync
Resa
Capacità: AssetRead
AssetService:SearchAudioAsync(searchParameters:AudioSearchParams):AudioPages
Parametri
searchParameters:AudioSearchParams
Restituzioni
Campioni di codice
Ottenere Titoli di Ricerca Musicale
local AssetService = game:GetService("AssetService")
local audioSearchParams = Instance.new("AudioSearchParams")
audioSearchParams.SearchKeyword = "felice"
local success, result = pcall(function()
return AssetService:SearchAudioAsync(audioSearchParams)
end)
if success then
local currentPage = result:GetCurrentPage()
for _, audio in currentPage do
print(audio.Title)
end
else
warn("Errore di AssetService: " .. result)
end
--[[ Formato dei dati restituiti
{
"AudioType": string,
"Artist": string,
"Title": string,
"Tags": {
"string"
},
"Id": number,
"IsEndorsed": boolean,
"Description": string,
"Duration": number,
"CreateTime": string,
"UpdateTime": string,
"Creator": {
"Id": number,
"Name": string,
"Type": number,
"IsVerifiedCreator": boolean
}
}
--]]

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