fix: update summary for funtion loading asset.

This commit is contained in:
Tungdv
2026-05-08 11:20:02 +07:00
parent 21269c6cdf
commit 9be9c28582
2 changed files with 17 additions and 9 deletions
@@ -285,14 +285,7 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
}
_needToProcessLoadAndUnload = true;
//if (_hostPlayer != null)
//{
// Debug.LogError("ProcessLoadAndUnload Lit _hostPlayer.isLitToReady = false ");
// _hostPlayer.isLitToReady = false;
//}
}
int _currentIdxAsset = 0;
int _maxIdxAsset = 0;
private void ProcessLoadAndUnloadObjects()
{
@@ -317,6 +310,14 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
_objectsToUnload.Clear();
}
int _currentIdxAsset = 0; // The current counter for loaded assets.
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
/// <summary>
/// isLitToReady is a condition used by _hostPlayer to wait until the Lit assets have finished loading.
/// This function counts the number of assets successfully loaded from the Addressable system,
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
/// </summary>
private void CallBackAssetLoadingDone()
{
_currentIdxAsset++;
@@ -330,6 +331,7 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
_maxIdxAsset = 0;
}
}
/// <summary>
/// Get the Host Player instance.
/// </summary>
@@ -183,8 +183,6 @@ namespace BrewMonster
}
int _currentIdxAsset = 0;
int _maxIdxAsset = 0;
/// <summary>
/// process to call Load and Unload on each addressable object that we need to.
/// </summary>
@@ -205,6 +203,14 @@ namespace BrewMonster
_objectsToUnload.Clear();
}
int _currentIdxAsset = 0; // The current counter for loaded assets.
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
/// <summary>
/// isLitToReady is a condition used by _hostPlayer to wait until the Terrain assets have finished loading.
/// This function counts the number of assets successfully loaded from the Addressable system,
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
/// </summary>
private void CallBackAssetLoadingDone()
{
_currentIdxAsset++;