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Auki::ConjureKit::Odal::AssetService

Public Classes

Name
classAsset
classChannel

Public Events

Name
Action< float, long >OnDownloadProgress()

Public Functions

Name
GameObjectGetUnmanagedGameObject(uint entityId)
AssetService(string catalogUri, string appKey, string appSecret, int assetsLayer, Action onComplete, Action< State > onStateChanged =null)
voidUpdate()
voidUpdatePose(Entity entity)
voidClearCache()
voidDeleteEntityAssets(uint entityId)
voidInstantiateAsset(AssetInstance assetInstance, Entity entity, bool visible, Action onComplete)
voidClear()
voidUpdateEntityPose(uint entityId, Pose pose)
List< AnimationClip >GetAnimationClips(string assetId)
voidTryPlayAnimation(uint assetInstanceId, IDictionary< string, EntityAction > entityActions)
voidTryPlayAnimation(uint entityId, long timestamp, string clipName, WrapMode wrapMode =WrapMode.Loop)
voidPlayAnimation(uint entityId, long timestamp, Clip clip)
voidSetEntityAssetVisible(uint entityId, bool visible)
boolHasAssetsForEntity(uint entityActionEntityId)

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< State > onStateChanged =null
)

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,
IDictionary< string, EntityAction > entityActions
)

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
)