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    Class AddressableAssetEntry

    Contains data for an addressable asset entry.

    상속
    object
    AddressableAssetEntry
    구현
    ISerializationCallbackReceiver
    상속된 멤버
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEditor.AddressableAssets.Settings
    어셈블리: solution.dll
    구문
    [Serializable]
    public class AddressableAssetEntry : ISerializationCallbackReceiver

    필드

    이름 설명
    FlaggedDuringContentUpdateRestriction

    If true, this asset was changed after being built into an Addressable Group marked 'Cannot Change Post Release'.

    SubAssets

    List of AddressableAssetEntries that are considered sub-assets of a main Asset. Typically used for Folder entires.

    프로퍼티

    이름 설명
    AssetPath

    The path of the asset.

    BundleFileId

    The id for the bundle file.

    IsFolder

    Flag indicating if an AssetEntry is a folder or not.

    IsInResources

    Is the asset in a resource folder.

    IsInSceneList

    Is scene in scene list.

    IsScene

    Is this entry for a scene.

    IsSubAsset

    Is a sub asset. For example an asset in an addressable folder.

    MainAsset

    The main asset object for this entry.

    MainAssetType

    The System.Type of the main Object referenced by an AddressableAssetEntry

    ParentEntry

    Stores a reference to the parent entry. Only used if the asset is a sub asset.

    ReadOnly

    Read only state of the entry.

    TargetAsset

    The asset object for this entry.

    address

    The address of the entry. This is treated as the primary key in the ResourceManager system.

    guid

    The asset guid.

    labels

    The set of labels for this entry. There is no inherent limit to the number of labels.

    parentGroup

    The asset group that this entry belongs to. An entry can only belong to a single group at a time.

    메서드

    이름 설명
    CreateCatalogEntries(List<ContentCatalogDataEntry>, bool, string, IEnumerable<object>, object, Dictionary<GUID, AssetLoadInfo>, HashSet<Type>, bool, bool, bool, HashSet<string>)

    Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations.

    CreateCatalogEntries(List<ContentCatalogDataEntry>, bool, string, IEnumerable<object>, object, HashSet<Type>)

    Create all entries for this addressable asset. This will expand subassets (Sprites, Meshes, etc) and also different representations.

    CreateKeyList()

    Creates a list of keys that can be used to load this entry.

    GatherAllAssets(List<AddressableAssetEntry>, bool, bool, bool, Func<AddressableAssetEntry, bool>)

    Gathers all asset entries. Each explicit entry may contain multiple sub entries. For example, addressable folders create entries for each asset contained within.

    GetAssetLoadPath(bool)

    The asset load path. This is used to determine the internal id of resource locations.

    GetAssetLoadPath(bool, HashSet<string>)

    The asset load path. This is used to determine the internal id of resource locations.

    OnAfterDeserialize()

    Implementation of ISerializationCallbackReceiver. Converts data from serializable form after deserialization.

    OnBeforeSerialize()

    Implementation of ISerializationCallbackReceiver. Converts data to serializable form before serialization.

    SetAddress(string, bool)

    Set the address of the entry.

    SetLabel(string, bool, bool, bool)

    Set or unset a label on this entry.

    ToString()

    Returns the address of the AddressableAssetEntry.

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