Auki::ConjureKit::Odal::AssetService
Public Classes
Name | |
---|---|
class | Asset |
class | Channel |
Public Events
Name | |
---|---|
Action< float, long > | OnDownloadProgress() |
Public Functions
Name | |
---|---|
GameObject | GetUnmanagedGameObject(uint entityId) |
AssetService(string catalogUri, string appKey, string appSecret, int assetsLayer, Action onComplete, Action< string > onFailed) | |
void | Update() |
void | UpdatePose(Entity entity) |
void | ClearCache() |
void | DeleteEntityAssets(uint entityId) |
void | InstantiateAsset(AssetInstance assetInstance, Entity entity, bool visible, Action onComplete) |
void | Clear() |
void | UpdateEntityPose(uint entityId, Pose pose) |
List< AnimationClip > | GetAnimationClips(string assetId) |
void | TryPlayAnimation(uint assetInstanceId, EntityAction action) |
void | TryPlayAnimation(uint entityId, long timestamp, string clipName, WrapMode wrapMode =WrapMode.Loop) |
void | PlayAnimation(uint entityId, long timestamp, Clip clip) |
void | SetEntityAssetVisible(uint entityId, bool visible) |
bool | HasAssetsForEntity(uint entityActionEntityId) |
Public Attributes
Name | |
---|---|
const string | AnimateActionID |
Public Events Documentation
event OnDownloadProgress
Action< float, long > OnDownloadProgress()
Public Functions Documentation
function GetUnmanagedGameObject
GameObject GetUnmanagedGameObject(
uint entityId
)
function AssetService
AssetService(
string catalogUri,
string appKey,
string appSecret,
int assetsLayer,
Action onComplete,
Action< string > onFailed
)
function Update
void Update()
function UpdatePose
void UpdatePose(
Entity entity
)
function ClearCache
void ClearCache()
function DeleteEntityAssets
void DeleteEntityAssets(
uint entityId
)
function InstantiateAsset
void InstantiateAsset(
AssetInstance assetInstance,
Entity entity,
bool visible,
Action onComplete
)
function Clear
void Clear()
function UpdateEntityPose
void UpdateEntityPose(
uint entityId,
Pose pose
)
function GetAnimationClips
List< AnimationClip > GetAnimationClips(
string assetId
)
function TryPlayAnimation
void TryPlayAnimation(
uint assetInstanceId,
EntityAction action
)
function TryPlayAnimation
void TryPlayAnimation(
uint entityId,
long timestamp,
string clipName,
WrapMode wrapMode =WrapMode.Loop
)
function PlayAnimation
void PlayAnimation(
uint entityId,
long timestamp,
Clip clip
)
function SetEntityAssetVisible
void SetEntityAssetVisible(
uint entityId,
bool visible
)
function HasAssetsForEntity
bool HasAssetsForEntity(
uint entityActionEntityId
)
Public Attributes Documentation
variable AnimateActionID
static const string AnimateActionID = "auki.animate";