Class DLCAsset
- Namespace
- DLCToolkit.Assets
- Assembly
- DLCToolkit.dll
Represents a specific asset included in the DLC. Provides access to useful metadata such as name, path, extension, type and more which can be quickly accessed without forcing the asset to be loaded into memory. Note that this can represent shared assets and scene assets in the same form.
public abstract class DLCAsset
- Inheritance
-
DLCAsset
- Derived
Fields
assetID
The unique ID for this asset.
protected int assetID
Field Value
assetType
The type of this asset.
protected Type assetType
Field Value
extension
The file extension of the asset.
protected string extension
Field Value
fullName
The full name relative to the original Unity project assets folder of the asset.
protected string fullName
Field Value
name
The name of the asset.
protected string name
Field Value
relativeName
The relative name relative to the original DLC content folder of the asset.
protected string relativeName
Field Value
Properties
AssetID
The unique id for this asset. This is guaranteed to be unique during the current session. Id's are not persistent.
public int AssetID { get; }
Property Value
AssetMainType
Get the type of the main asset.
For example this value will be GameObject
when dealing with a prefab asset, or Texture2D
when dealing with a texture.
public Type AssetMainType { get; }
Property Value
Extension
Get the extension of the asset, For example: '.prefab'. The extension will always begin with a '.'.
public string Extension { get; }
Property Value
FullName
Get the full name of the asset. The full name is defined as the asset path relative the the export project folder including the asset extension, For example: 'assets/mydlc/subfolder/cube.prefab'.
public string FullName { get; }
Property Value
IsBundleLoaded
Check if the containing bundle is currently loaded in memory. If false, any load requests issued may take longer than expected as the containing bundle will first need to be loaded.
public bool IsBundleLoaded { get; }
Property Value
IsLoadable
Check if the asset can be loaded into memory. Only possible when the DLC content has been fully loaded as opposed to partially loaded using a method such as LoadDLCMetadataWithAssets(string).
public bool IsLoadable { get; }
Property Value
IsLoaded
Check if the asset is currently loaded in memory.
public bool IsLoaded { get; }
Property Value
Name
Get the name of the asset.
public string Name { get; }
Property Value
RelativeName
Get the relative name of the asset. The relative name is defined as the asset path relative to the mod folder without the asset extension, For example: 'subfolder/cube'. If the asset is not in a sub folder then the value wil be equal to Name.
public string RelativeName { get; }
Property Value
Methods
IsAssetSubType(Type)
Check if this asset is of the specified type or is derived from the specified type.
For example: A Texture2D
asset will return true if UnityEngine.Object
is passed as the parameter type, since textures derive from the base object type.
public bool IsAssetSubType(Type type)
Parameters
type
TypeThe type to check for equality or derivation
Returns
- bool
True if the asset is of the specified type, or is derived from the specified type otherwise false
IsAssetSubType<T>()
Check if this asset is of the specified generic type or is derived from the specified type.
For example: A Texture2D
asset will return true if UnityEngine.Object
is passed as the parameter type, since textures derive from the base object type.
public bool IsAssetSubType<T>()
Returns
- bool
True if the asset is of the specified generic type, or is derived from the specified type otherwise false
Type Parameters
T
The generic type to check for equality or derivation
IsAssetType(Type)
Check if this asset is of the specified type. Note that this will not check for derived types and you can use IsAssetSubType(Type) instead.
public bool IsAssetType(Type type)
Parameters
type
TypeThe type to check for equality
Returns
- bool
True if the asset is of specified type of false if not
IsAssetType<T>()
Check if this asset is of the specified generic type. Note that this will not check for derived types and you can use IsAssetSubType<T>() instead.
public bool IsAssetType<T>()
Returns
- bool
True if the asset is of specified generic type of false if not
Type Parameters
T
The generic type to check for equality
ToString()
Convert to string representation.
public override string ToString()
Returns
- string
This asset as a string