概要
方法
活动
AvatarAssetModerationCompleted(assetId: number,moderationStatus: Enum.ModerationStatus):RBXScriptSignal |
AvatarModerationCompleted(outfitId: number,moderationStatus: Enum.ModerationStatus):RBXScriptSignal |
API 参考
方法
AutoSetupAvatarAsync
AvatarCreationService:AutoSetupAvatarAsync(
参数
返回
代码示例
自动设置头像异步
local AvatarCreationService = game:GetService("AvatarCreationService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LoadAvatarEvent = ReplicatedStorage.LoadAvatarEvent
local generatedAvatars = {}
-- 必须在服务器上调用
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(`AutoSetup 进度: {progressInfo.Progress * 100}%`)
end
)
-- 在服务器上加载并存储以便与 PromptCreateAvatarAsync 一起使用
local humanoidDescription = AvatarCreationService:LoadGeneratedAvatarAsync(generationId)
generatedAvatars[generationId] = humanoidDescription
-- 向客户端发送信号以便它可以加载本地预览的头像
LoadAvatarEvent:FireClient(player, generationId)
end)
if not pcallSuccess then
warn("头像设置失败:", result)
end
endGenerateAvatar2DPreviewAsync
AvatarCreationService:GenerateAvatar2DPreviewAsync(
参数
返回
GenerateAvatarAsync
AvatarCreationService:GenerateAvatarAsync(
参数
返回
GetBatchTokenDetailsAsync
LoadAvatar2DPreviewAsync
参数
LoadGeneratedAvatarAsync
参数
代码示例
加载生成的头像
local AvatarCreationService = game:GetService("AvatarCreationService")
local Players = game:GetService("Players")
-- 可以在服务器或客户端调用
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("头像加载失败:", result)
return nil
end
endPrepareAvatarForPreviewAsync
PromptCreateAvatarAssetAsync
AvatarCreationService:PromptCreateAvatarAssetAsync(
参数
返回
代码示例
提示创建头像资产异步
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("成功上传,资产ID:", resultMessage)
else
print("上传失败,错误信息:", resultMessage)
end
else
print("头像资产创建失败。")
end
endPromptCreateAvatarAsync
AvatarCreationService:PromptCreateAvatarAsync(
参数
返回
代码示例
提示创建头像
local AvatarCreationService = game:GetService("AvatarCreationService")
export type BodyPartInfo = {
bodyPart: Enum.BodyPart,
instance: Instance, --包含创建的 MeshParts 的文件夹
}
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("成功上传,BundleId: ", resultMessage)
else
print("上传不成功,错误信息:", resultMessage)
end
else
print("头像创建失败。")
end
endPromptSelectAvatarGenerationImageAsync
RequestAvatarGenerationSessionAsync
ValidateUGCAccessoryAsync
AvatarCreationService:ValidateUGCAccessoryAsync(
参数
返回
ValidateUGCBodyPartAsync
AvatarCreationService:ValidateUGCBodyPartAsync(
参数
返回
ValidateUGCFullBodyAsync
AvatarCreationService:ValidateUGCFullBodyAsync(
参数
返回
活动
AvatarAssetModerationCompleted
AvatarCreationService.AvatarAssetModerationCompleted(
参数
代码示例
local AvatarCreationService = game:GetService("AvatarCreationService")
local conn = AvatarCreationService.AvatarAssetModerationCompleted:Connect(function(assetId, moderationStatus)
print("资产, " .. assetId .. ", 已准备好,审核状态: " .. moderationStatus)
end)AvatarModerationCompleted
AvatarCreationService.AvatarModerationCompleted(
参数