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    Class AssetProductReference

    Class AssetProductReference.

    Inheritance
    Object
    AssetProductReference
    CatalogProductReference
    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

    true if the specified other is product; otherwise, false.

    IsValid()

    Returns true if ... is valid.

    Declaration
    public virtual bool IsValid()
    Returns
    Type Description
    Boolean

    true if this instance is valid; otherwise, false.

    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

    true if supported, false otherwise.

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