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struct in UnityEngine
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CloseCreates a type whos value is resolvable at runtime.
ExposedReference is a generic type that can be used to create references to scene objects and resolve their actual values at runtime and by using a context object. This can be used by assets, such as a ScriptableObject or PlayableAsset to create references to scene objects.
#pragma strict public class CameraSwitcher extends StandardAsset { public var theSceneCamera: ExposedReference.<Camera>; public override function PrepareFrame(frameData: FrameData) { var sceneCamera: var = theSceneCamera.Resolve(frameData.exposedPropertyResolver); } }
using UnityEngine;
public class CameraSwitcher : StandardAsset { public ExposedReference<Camera> theSceneCamera;
public override void PrepareFrame(FrameData frameData) { var sceneCamera = theSceneCamera.Resolve(frameData.exposedPropertyResolver); } }
In this example, we have an asset that needs to save a reference to a scene object, in this case a camera. The ExposedProperty generic is used to define the field, and at runtime its actual value is fetched by passing the ExposedPropertyResolver.
defaultValue | The default value, in case the value cannot be resolved. |
exposedName | The name of the ExposedReference. |
Resolve | Gets the value of the reference by resolving it given the ExposedPropertyResolver context object. |