요약
메서드
이벤트
AvatarAssetModerationCompleted(assetId: number,moderationStatus: Enum.ModerationStatus):RBXScriptSignal |
AvatarModerationCompleted(outfitId: number,moderationStatus: Enum.ModerationStatus):RBXScriptSignal |
상속된 멤버
API 참조
메서드
AutoSetupAvatarAsync
AvatarCreationService:AutoSetupAvatarAsync(
매개 변수
반환
코드 샘플
자동 설정 아바타 비동기
local AvatarCreationService = game:GetService("AvatarCreationService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LoadAvatarEvent = ReplicatedStorage.LoadAvatarEvent
local generatedAvatars = {}
-- 서버에서 호출해야 합니다.
local function setupAvatar(player: Player, avatarModel: Model, layeredShirtModel : Model)
local arguments = {
Body = avatarModel,
Accessories = {}
}
local accessoryArgument = {
AccessoryType = Enum.AccessoryType.Shirt,
IsLayered = true,
Instance = layeredShirtModel,
}
table.insert(arguments.Accessories, accessoryArgument)
local pcallSuccess, result = pcall(function()
local generationId = AvatarCreationService:AutoSetupAvatarAsync(
player,
arguments,
function(progressInfo)
print(`자동 설정 진행 상황: {progressInfo.Progress * 100}%`)
end
)
-- PromptCreateAvatarAsync와 함께 사용하기 위해 서버에 로드하고 저장합니다.
local humanoidDescription = AvatarCreationService:LoadGeneratedAvatarAsync(generationId)
generatedAvatars[generationId] = humanoidDescription
-- 클라이언트에 신호를 보내 아바타를 로드하여 로컬 미리보기를 할 수 있도록 합니다.
LoadAvatarEvent:FireClient(player, generationId)
end)
if not pcallSuccess then
warn("아바타 설정 실패:", result)
end
endGenerateAvatar2DPreviewAsync
AvatarCreationService:GenerateAvatar2DPreviewAsync(
매개 변수
반환
코드 샘플
아바타2D 미리보기 비동기 생성
local AvatarCreationService = game:GetService("AvatarCreationService")
function generateAvatar2DPreview(sessionId, fileId, textPrompt)
local pcallSuccess, result = pcall(function()
local args = {}
args.SessionId = sessionId
args.FileId = fileId
args.TextPrompt = textPrompt
return AvatarCreationService:GenerateAvatar2DPreviewAsync(args)
end)
if not pcallSuccess then
warn("2D 미리보기 생성 실패: ", result)
end
return result
endGenerateAvatarAsync
AvatarCreationService:GenerateAvatarAsync(
매개 변수
반환
코드 샘플
아바타 비동기 생성
local AvatarCreationService = game:GetService("AvatarCreationService")
function generateAvatar(sessionId, previewId)
local pcallSuccess, result = pcall(function()
local args = {}
args.SessionId = sessionId
args.PreviewId = previewId
return AvatarCreationService:GenerateAvatarAsync(args)
end)
if not pcallSuccess then
warn("아바타 생성 실패: ", result)
end
return result
endGetBatchTokenDetailsAsync
LoadAvatar2DPreviewAsync
매개 변수
코드 샘플
Avatar2 D 미리보기 비동기 로드
local AvatarCreationService = game:GetService("AvatarCreationService")
function loadAvatar2DPreview(previewId)
local pcallSuccess, result = pcall(function()
return AvatarCreationService:LoadAvatar2DPreviewAsync(previewId)
end)
if not pcallSuccess then
warn("미리 로드 실패: ", result)
end
return result
endLoadGeneratedAvatarAsync
매개 변수
코드 샘플
LoadGeneratedAvatarAsync
local AvatarCreationService = game:GetService("AvatarCreationService")
local Players = game:GetService("Players")
-- 서버 또는 클라이언트에서 호출할 수 있습니다
local function loadAvatar(generationId: string): Model?
local pcallSuccess, result = pcall(function()
local humanoidDescription = AvatarCreationService:LoadGeneratedAvatarAsync(generationId)
local model = Players:CreateHumanoidModelFromDescriptionAsync(humanoidDescription, Enum.HumanoidRigType.R15)
return model
end)
if pcallSuccess then
return result
else
print("아바타 로드 실패:", result)
return nil
end
endPrepareAvatarForPreviewAsync
PromptCreateAvatarAssetAsync
AvatarCreationService:PromptCreateAvatarAssetAsync(
매개 변수
반환
코드 샘플
PromptCreateAvatarAssetAsync
local AvatarCreationService = game:GetService("AvatarCreationService")
local function publishAvatarAsset(tokenId: string, player: Player, assetInstance: Accessory, assetType: Enum.AvatarAssetType)
local pcallSuccess, result, resultMessage = pcall(function()
return AvatarCreationService:PromptCreateAvatarAssetAsync(tokenId, player, assetInstance, assetType)
end)
if pcallSuccess then
if result == Enum.PromptCreateAssetResult.Success then
print("자산 ID로 성공적으로 업로드됨: ", resultMessage)
else
print("오류 메시지와 함께 업로드 실패:", resultMessage)
end
else
print("아바타 자산 생성에 실패했습니다.")
end
endPromptCreateAvatarAsync
AvatarCreationService:PromptCreateAvatarAsync(
매개 변수
반환
코드 샘플
PromptCreateAvatarAsync
local AvatarCreationService = game:GetService("AvatarCreationService")
export type BodyPartInfo = {
bodyPart: Enum.BodyPart,
instance: Instance, -- 생성된 MeshParts가 있는 폴더
}
export type BodyPartList = { BodyPartInfo }
local function publishAvatar(bodyPartInstances: BodyPartList, player: Player, tokenId: string)
local humanoidDescription = Instance.new("HumanoidDescription")
for _, bodyPartInfo in bodyPartInstances do
local bodyPartDescription = Instance.new("BodyPartDescription")
bodyPartDescription.Instance = bodyPartInfo.instance
bodyPartDescription.BodyPart = bodyPartInfo.bodyPart
bodyPartDescription.Parent = humanoidDescription
end
local pcallSuccess, result, resultMessage = pcall(function()
return AvatarCreationService:PromptCreateAvatarAsync(tokenId, player, humanoidDescription)
end)
if pcallSuccess then
if result == Enum.PromptCreateAvatarResult.Success then
print("번들 ID로 성공적으로 업로드됨: ", resultMessage)
else
print("오류 메시지와 함께 업로드 실패:", resultMessage)
end
else
print("아바타 생성에 실패했습니다.")
end
endPromptSelectAvatarGenerationImageAsync
RequestAvatarGenerationSessionAsync
반환
코드 샘플
아바타 생성 세션 비동기 요청
local AvatarCreationService = game:GetService("AvatarCreationService")
local playerSessions = {}
local playerSessionRequests = {}
function requestAvatarGenerationSession(player)
local pcallSuccess, conn, waitTime = pcall(function()
return AvatarCreationService:RequestAvatarGenerationSessionAsync(player, function(sessionInfo)
playerSessions[player.UserID] = sessionInfo
playerSessionRequests[player.UserID] = nil
end)
end)
if not pcallSuccess then
warn("아바타 생성 세션 요청 실패: ", conn)
end
playerSessionRequests[player.UserID] = conn
print("세션 대기 시간: ", tostring(waitTime))
end
function cancelAvatarGenerationSessionRequest(player)
if playerSessionRequests[player.UserID] ~= nil then
playerSessionRequests[player.UserID]:Disconnect()
end
endValidateUGCAccessoryAsync
AvatarCreationService:ValidateUGCAccessoryAsync(
매개 변수
반환
ValidateUGCBodyPartAsync
AvatarCreationService:ValidateUGCBodyPartAsync(
매개 변수
반환
ValidateUGCFullBodyAsync
AvatarCreationService:ValidateUGCFullBodyAsync(
매개 변수
반환
이벤트
AvatarAssetModerationCompleted
AvatarCreationService.AvatarAssetModerationCompleted(
매개 변수
코드 샘플
아바타 자산 검토 완료
local AvatarCreationService = game:GetService("AvatarCreationService")
local conn = AvatarCreationService.AvatarAssetModerationCompleted:Connect(function(assetId, moderationStatus)
print("자산, " .. assetId .. ", 검토 상태가 준비되었습니다: " .. moderationStatus)
end)AvatarModerationCompleted
AvatarCreationService.AvatarModerationCompleted(
매개 변수