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Auki::Odal::IOdal

Inherited by Auki.Odal.Odal

Public Functions

Name
voidInit(Action onComplete)
Initializes Odal module. ConjureKit must wait until onComplete is invoked before connecting to ensure correct Odal setup.
voidInstantiate(string assetId, Entity entity, Action< uint > onComplete, Action onError)
Sends a request to instantiate an asset.
GameObjectGetUnmanagedGameObject(uint entityId)
Gets the GameObject of the AssetInstance attached to the Entity.
List< AnimationClip >GetAnimationClips(string assetId)
Gets a list of all AnimationClips attached to a given asset.
voidAnimate(Entity entity, string clipName, AnimationMode wrapMode =AnimationMode.LOOP)
Sends a request to run an animation on the asset attached to an Entity.
List< AssetInstance >GetParticipantAssetInstances(uint participantId)
Gets a list of AssetInstances owned by a given Participant.
voidSetRenderParticipants(bool render)
Sets if the asset attached to a Participant Entity should be visible or not.

Public Functions Documentation

function Init

void Init(
Action onComplete
)

Initializes Odal module. ConjureKit must wait until onComplete is invoked before connecting to ensure correct Odal setup.

Parameters:

  • onComplete Callback when the initialization is complete

function Instantiate

void Instantiate(
string assetId,
Entity entity,
Action< uint > onComplete,
Action onError
)

Sends a request to instantiate an asset.

Parameters:

  • assetId Asset id
  • entity Entity to which the asset will be attached to
  • onComplete Callback when the Asset has been instantiated with an argument the AssetInstance id
  • onError Callback when the instantiation failed

function GetUnmanagedGameObject

GameObject GetUnmanagedGameObject(
uint entityId
)

Gets the GameObject of the AssetInstance attached to the Entity.

Parameters:

  • entityId Entity id

Return: GameObject of the AssetInstance or null if there is none

function GetAnimationClips

List< AnimationClip > GetAnimationClips(
string assetId
)

Gets a list of all AnimationClips attached to a given asset.

Parameters:

  • assetId Asset id

Return: A list of AnimationClips or null if there are no clips or if the asset for this id was not found

function Animate

void Animate(
Entity entity,
string clipName,
AnimationMode wrapMode =AnimationMode.LOOP
)

Sends a request to run an animation on the asset attached to an Entity.

Parameters:

  • entity Entity with attached asset that we want to animate
  • clipName Animation clip name
  • wrapMode Animation wrap mode

function GetParticipantAssetInstances

List< AssetInstance > GetParticipantAssetInstances(
uint participantId
)

Gets a list of AssetInstances owned by a given Participant.

Parameters:

  • participantId Participant id

Return: List of 0 or more AssetInstances owned by the Participant

function SetRenderParticipants

void SetRenderParticipants(
bool render
)

Sets if the asset attached to a Participant Entity should be visible or not.

Parameters:

  • render true if the assets should be visible, false if they should be hidden