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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)
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
)

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
)