学习
引擎类
AssetService
无法创建
服务

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概要
方法
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
已弃用
GetAssetIdsForPackage(packageAssetId: number):{any}
已弃用
GetCreatorAssetID(creationID: number):number
已弃用
SavePlaceAsync(requestParameters: Dictionary?):()
SearchAudio(searchParameters: AudioSearchParams):AudioPages
已弃用
继承成员

API 参考
属性
AllowInsertFreeAssets
Roblox 脚本安全性
读取并联
AssetService.AllowInsertFreeAssets:boolean

方法
ComposeDecalAsync
暂停
AssetService:ComposeDecalAsync(
decal:Decal, layers:{any}
):()
参数
decal:Decal
layers:{any}
返回
()
代码示例
local AssetService = game:GetService("AssetService")
-- 创建两个贴图实例
local decalA = Instance.new("Decal")
local decalB = Instance.new("Decal")
-- 构建复合信息表
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,
}
}
-- 创建一个贴图以进行合成
local compositeDecal = Instance.new("Decal")
-- 使用 AssetService 合成现有贴图
local success, errorMessage = pcall(function()
AssetService:ComposeDecalAsync(compositeDecal, compositeInfo)
end)
if success then
print("贴图合成成功!")
-- 在这里放置显示/使用贴图的逻辑
else
warn("贴图合成失败:", errorMessage)
end

CreateAssetAsync
暂停
功能: AssetCreateUpdate
AssetService:CreateAssetAsync(
object:Object, assetType:Enum.AssetType, requestParameters:Dictionary
参数
object:Object
assetType:Enum.AssetType
requestParameters:Dictionary
默认值:"nil"
返回
代码示例
AssetService:CreateAssetAsync
local AssetService = game:GetService("AssetService")
local editableMesh = AssetService:CreateEditableMesh()
-- 添加顶点、面和UV到网格
local requestParameters = {
CreatorId = 123,
CreatorType = Enum.AssetCreatorType.User,
Name = "我的资产",
Description = "一个好资产",
}
local ok, result, idOrUploadErr = pcall(function()
return AssetService:CreateAssetAsync(editableMesh, Enum.AssetType.Mesh, requestParameters)
end)
if not ok then
warn(`调用 CreateAssetAsync 时出错: {result}`)
elseif result == Enum.CreateAssetResult.Success then
print(`成功,新资产 ID: {idOrUploadErr}`)
else
warn(`CreateAssetAsync 上传错误: {result}, {idOrUploadErr}`)
end

CreateAssetVersionAsync
暂停
功能: AssetCreateUpdate
AssetService:CreateAssetVersionAsync(
object:Object, assetType:Enum.AssetType, assetId:number, requestParameters:Dictionary
参数
object:Object
assetType:Enum.AssetType
assetId:number
requestParameters:Dictionary
默认值:"nil"
返回
代码示例
资产服务:创建资产版本异步
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(`调用 CreateAssetVersionAsync 时出错: {result}`)
elseif result == Enum.CreateAssetResult.Success then
print(`成功,新资产版本: {versionOrUploadErr}`)
else
warn(`创建资产版本异步上传错误: {result}, {versionOrUploadErr}`)
end

CreateDataModelContentAsync
暂停
功能: DynamicGeneration
AssetService:CreateDataModelContentAsync(
content:Content, options:Dictionary?
参数
content:Content
options:Dictionary?
返回

CreateEditableImage
功能: DynamicGeneration
AssetService:CreateEditableImage(editableImageOptions:Dictionary?):EditableImage
参数
editableImageOptions:Dictionary?

CreateEditableImageAsync
暂停
功能: AssetRead
AssetService:CreateEditableImageAsync(
content:Content, editableImageOptions:Dictionary?
参数
content:Content
editableImageOptions:Dictionary?

CreateEditableMesh
功能: DynamicGeneration
AssetService:CreateEditableMesh(editableMeshOptions:Dictionary?):EditableMesh
参数
editableMeshOptions:Dictionary?

CreateEditableMeshAsync
暂停
功能: AssetRead
AssetService:CreateEditableMeshAsync(
content:Content, editableMeshOptions:Dictionary?
参数
content:Content
editableMeshOptions:Dictionary?

CreateMeshPartAsync
暂停
功能: Basic
AssetService:CreateMeshPartAsync(
meshContent:Content, options:Dictionary
参数
meshContent:Content
options:Dictionary
默认值:"nil"
返回

CreatePlaceAsync
暂停
功能: AssetCreateUpdate
AssetService:CreatePlaceAsync(
placeName:string, templatePlaceID:number, description:string
参数
placeName:string
templatePlaceID:number
description:string
返回

CreatePlaceInPlayerInventoryAsync
已弃用

CreateSurfaceAppearanceAsync
暂停
功能: Basic
AssetService:CreateSurfaceAppearanceAsync(content:Dictionary):SurfaceAppearance
参数
content:Dictionary
代码示例
资产服务:创建表面外观异步
local AssetService = game:GetService("AssetService")
local Workspace = game:GetService("Workspace")
-- 红色
local colorEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(4, 4) })
colorEditableImage:DrawRectangle(Vector2.zero, colorEditableImage.Size, Color3.fromRGB(255, 0, 0), 0, Enum.ImageCombineType.Overwrite)
-- 金属度(只看红色通道)
local metalnessEditableImage = AssetService:CreateEditableImage({ Size = Vector2.new(1, 1) })
metalnessEditableImage:DrawRectangle(Vector2.zero, metalnessEditableImage.Size, Color3.new(1, 0, 0), 0, Enum.ImageCombineType.Overwrite)
-- 粗糙度(只看红色通道)
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
-- 将表面外观应用于网格部件
surfaceAppearance.Parent = meshPart

GetAssetIdsForPackage
已弃用

GetAssetIdsForPackageAsync
暂停
功能: AssetRead
AssetService:GetAssetIdsForPackageAsync(packageAssetId:number):{any}
参数
packageAssetId:number
返回

GetAudioMetadataAsync
暂停
功能: AssetRead
AssetService:GetAudioMetadataAsync(idList:{any}):{any}
参数
idList:{any}
返回
代码示例
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, "由", result[i].Artist)
else
warn("请求的资产 #" .. tostring(i) .. " 没有获取到元数据")
end
end
end

GetBundleDetailsAsync
暂停
功能: AssetRead
AssetService:GetBundleDetailsAsync(bundleId:number):Dictionary
参数
bundleId:number
代码示例
获取捆绑包详情
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"] = "年份是5003,Battlebot 5000必须面对他最强大的敌人,或者面临被淘汰的命运。",
["Id"] = 14,
["Items"] = {
[1] = {...},
[2] = {
["Id"] = 1678225030,
["Name"] = "SinisterBot 5001 左臂",
["Type"] = "Asset"
},
[3] = {...},
[4] = {...},
[5] = {...},
[6] = {...},
[7] = {...}
},
["Name"] = "SinisterBot 5001"
}
--]]
end

GetCreatorAssetID
已弃用

GetGamePlacesAsync
暂停
功能: AssetRead
AssetService:GetGamePlacesAsync():Instance
返回
代码示例
资产服务:获取游戏场所异步
local AssetService = game:GetService("AssetService")
local placePages = AssetService:GetGamePlacesAsync()
while true do
for _, place in placePages:GetCurrentPage() do
print("名称:", place.Name)
print("场所ID:", place.PlaceId)
end
if placePages.IsFinished then
break
end
placePages:AdvanceToNextPageAsync()
end

LoadAssetAsync
暂停
功能: LoadUnownedAsset
AssetService:LoadAssetAsync(assetId:number):Instance
参数
assetId:number
返回

PromptCreateAssetAsync
暂停
功能: AssetCreateUpdate
AssetService:PromptCreateAssetAsync(
player:Player, instance:Instance, assetType:Enum.AssetType
参数
player:Player
instance:Instance
assetType:Enum.AssetType
返回

PromptImportAnimationClipFromVideoAsync
暂停
功能: AssetManagement
AssetService:PromptImportAnimationClipFromVideoAsync(
player:Player, progressCallback:function
参数
player:Player
progressCallback:function
返回

SavePlaceAsync
暂停
功能: AssetCreateUpdate
AssetService:SavePlaceAsync(requestParameters:Dictionary?):()
参数
requestParameters:Dictionary?
返回
()

SearchAudio
已弃用

SearchAudioAsync
暂停
功能: AssetRead
AssetService:SearchAudioAsync(searchParameters:AudioSearchParams):AudioPages
参数
searchParameters:AudioSearchParams
代码示例
获取音乐搜索标题
local AssetService = game:GetService("AssetService")
local audioSearchParams = Instance.new("AudioSearchParams")
audioSearchParams.SearchKeyword = "快乐"
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("AssetService 错误: " .. result)
end
--[[ 返回的数据格式
{
"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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