Class AddressableAssetTableT<TObject>
Maps asset guid to key for a selected Locale. The asset must also be managed by the Addressables system for it to be loaded at runtime.
Inheritance
System.Object
AddressableAssetTableT<TObject>
Inherited Members
Namespace: UnityEngine.Localization
Syntax
public class AddressableAssetTableT<TObject> : AddressableAssetTable, IPreloadRequired, ISerializationCallbackReceiver
Type Parameters
Name | Description |
---|---|
TObject | The type of Asset being localized. For example Texture2D, AudioClip, Prefab etc. |
Properties
PreloadOperation
TODO: DOC
Declaration
public override AsyncOperationHandle PreloadOperation { get; }
Property Value
Type | Description |
---|---|
AsyncOperationHandle |
Overrides
SupportedAssetType
Declaration
public override Type SupportedAssetType { get; }
Property Value
Type | Description |
---|---|
System.Type |
Overrides
Methods
GetAssetAsync(UInt32)
Returns the loading operation for the asset. Check isDone to see if the asset is available for immediate use, if not you can yield on the operation or add a callback subscriber.
Declaration
public AsyncOperationHandle<TObject> GetAssetAsync(uint key)
Parameters
Type | Name | Description |
---|---|---|
System.UInt32 | key |
Returns
Type | Description |
---|---|
AsyncOperationHandle<TObject> |
LoadAllAssets()
Force the table to load all assets(if they are not already loading or loaded.
Declaration
public virtual void LoadAllAssets()