Calsa Posted November 11, 2018 Share Posted November 11, 2018 Hi all, I have not coded in a while but have been doing some playing lately. I have been working on a simple control class for assetmanager for a multi level type game. I have run into a bit of an issue inside the .onSucess. as soon as the engine hits the this.library[task.name] line Babylon skips that line and everything else inside onSucess. I can add in statements inside the { above that line and it works fine, but something right at that line is wonky which has had me stumped for a good hour. Advice? Oh, and yes, I know I am way to addicted to using ; and they are not necessary. Just still feels weird. Find and replace at the end I guess :\ class Assets{ constructor(destiny){ this.destiny = destiny; this.scene = destiny.scene; this.initalized = false; this.assetsManager = new BABYLON.AssetsManager(this.scene); this.library = {}; // loaded template model library object }; queMeshTask(meshURL, meshName){ var meshPath = meshURL + meshName + "/"; var meshFullName = meshName + ".obj"; if(debugModeOn==1){dm("Queue Mesh: " + meshPath + meshFullName, 1)}; var meshTask = this.assetsManager.addMeshTask(meshName, "", meshPath, meshFullName); meshTask.onSuccess = function(task){ this.library[task.name] = task.loadedMeshes; // <-- This and anything after it within the onSuccess {} will not execute. HELP! if(debugModeOn==1){ dm(task.name + " has been initialized.", 1)}; // dm = in game console debugger for(i=0; i < task.loadedMeshes.length; i++){ task.loadedMeshes[i].isVisible = false; // hide the library meshes }; this.scene.getObjectByName(meshName).initNode(this.library[task.name]); }; }; initLoading(engine){ this.assetsManager.onProgress = function(remainingCount, totalCount, lastFinishedTask) { engine.loadingUIText = 'Please stand by. Items Remaining ' + remainingCount + ' out of ' + totalCount + '...'; }; this.assetsManager.onFinish = function (tasks) { dm("Success, All Assets Loaded", 1); this.initalized = true; }; this.assetsManager.load(); }; }; Quote Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2018 Share Posted November 12, 2018 Unfortunately "this" in your function context is NOT the object but the function itself (I know this is weird but this is how JS works :)) So you could easily fix it with arrow functions that capture the host context: meshTask.onSuccess = (task)=> { this.library[task.name] = task.loadedMeshes; // <-- This and anything after it within the onSuccess {} will not execute. HELP! if(debugModeOn==1){ dm(task.name + " has been initialized.", 1)}; // dm = in game console debugger for(i=0; i < task.loadedMeshes.length; i++){ task.loadedMeshes[i].isVisible = false; // hide the library meshes }; this.scene.getObjectByName(meshName).initNode(this.library[task.name]); }; "this" inside an arrow function is the host object so this.library will exist Quote Link to comment Share on other sites More sharing options...
Calsa Posted November 12, 2018 Author Share Posted November 12, 2018 That did the trick. Much appreciated. Quote Link to comment Share on other sites More sharing options...
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