Class AssetProductReference
Class AssetProductReference.
Namespace: Unity.Industrial.Forma.Core.AddressableSources
Syntax
[Serializable]
[MovedFrom(true, "UnityEngine.Industrial.Configuring.Core", "Unity.Industrial.Configurator", null)]
public class AssetProductReference
Constructors
AssetProductReference(AssetReferenceGameObject, AssetProductReference.Options)
Initializes a new instance of the AssetProductReference class.
Declaration
public AssetProductReference(AssetReferenceGameObject assetReference, AssetProductReference.Options options = AssetProductReference.Options.Destroyable | AssetProductReference.Options.Deactiveable | AssetProductReference.Options.UseSpawnPoint | AssetProductReference.Options.UseProductCache)
Parameters
| Type | Name | Description | 
|---|---|---|
| AssetReferenceGameObject | assetReference | The asset reference.  | 
| AssetProductReference.Options | options | Product options.  | 
Fields
key
Contains an editorAsset GUID or a Catalog address if 'CatalogProductReference'.
Declaration
[SerializeField]
public string key
Field Value
| Type | Description | 
|---|---|
| String | 
m_IsInitialized
Check if the reference was set using a valid asset.
Declaration
[SerializeField]
protected bool m_IsInitialized
Field Value
| Type | Description | 
|---|---|
| Boolean | 
Properties
AssetReference
Gets or sets the asset reference.
Declaration
public AssetReferenceGameObject AssetReference { get; set; }
Property Value
| Type | Description | 
|---|---|
| AssetReferenceGameObject | The asset reference.  | 
Deactiveable
If not destroyed, deactivate the product gameObject after unload.
 Default: True
Declaration
public bool Deactiveable { get; set; }
Property Value
| Type | Description | 
|---|---|
| Boolean | 
Destroyable
Destroy the product gameObject after unload.
If True, ReleaseAsset() will be called.
 Default: True
Declaration
public bool Destroyable { get; set; }
Property Value
| Type | Description | 
|---|---|
| Boolean | 
FriendlyName
Gets or sets the name of the friendly.
Declaration
public virtual string FriendlyName { get; set; }
Property Value
| Type | Description | 
|---|---|
| String | The name of the friendly.  | 
Product
Gets the product.
Declaration
public Product Product { get; }
Property Value
| Type | Description | 
|---|---|
| Product | The product.  | 
ProductOptions
Product options.
Declaration
public AssetProductReference.Options ProductOptions { get; set; }
Property Value
| Type | Description | 
|---|---|
| AssetProductReference.Options | 
UseProductCache
If not destroyed and ProductRepository cache is Enabled, the product gameObject will be cached.
 Default: True
Declaration
public bool UseProductCache { get; set; }
Property Value
| Type | Description | 
|---|---|
| Boolean | 
UseSpawnPoint
The product gameObject will be moved and placed under the spawn point.
 Default: True
Declaration
public bool UseSpawnPoint { get; set; }
Property Value
| Type | Description | 
|---|---|
| Boolean | 
Methods
IsProduct(Product)
Determines whether the specified other is product.
Declaration
public bool IsProduct(Product other)
Parameters
| Type | Name | Description | 
|---|---|---|
| Product | other | The other.  | 
Returns
| Type | Description | 
|---|---|
| Boolean | 
  | 
IsValid()
Returns true if ... is valid.
Declaration
public virtual bool IsValid()
Returns
| Type | Description | 
|---|---|
| Boolean | 
  | 
LoadAssetAsync<TObject>()
Loads the asset asynchronous.
Declaration
public virtual AsyncOperationHandle<TObject> LoadAssetAsync<TObject>()
Returns
| Type | Description | 
|---|---|
| AsyncOperationHandle<TObject> | AsyncOperationHandle<TObject>.  | 
Type Parameters
| Name | Description | 
|---|---|
| TObject | The type of the t object.  | 
ReleaseAsset()
Releases the asset.
Declaration
public virtual void ReleaseAsset()
SetAssetReference(AssetReferenceGameObject, AssetProductReference.Options)
Sets the asset reference.
 Note: Using SetAsset() here will setup everything accordingly based on the new asset including the key, FriendlyName and Options.
Declaration
public void SetAssetReference(AssetReferenceGameObject assetReference, AssetProductReference.Options options = AssetProductReference.Options.Destroyable | AssetProductReference.Options.Deactiveable | AssetProductReference.Options.UseSpawnPoint | AssetProductReference.Options.UseProductCache)
Parameters
| Type | Name | Description | 
|---|---|---|
| AssetReferenceGameObject | assetReference | The asset reference.  | 
| AssetProductReference.Options | options | Product options.  | 
SupportsAddressableLoadMode(Addressable.LoadMode)
Check if the reference supports the current addressable load mode.
Declaration
public virtual bool SupportsAddressableLoadMode(Addressable.LoadMode loadMode)
Parameters
| Type | Name | Description | 
|---|---|---|
| Addressable.LoadMode | loadMode | Supported load mode.  | 
Returns
| Type | Description | 
|---|---|
| Boolean | 
  |