Load an asset (texture, model, prefab) from a bundle.
These are not intended to be allocated outside BundleManager.
Public Member Functions | |
abstract T | GetAsset< T > () |
Public Member Functions inherited from IOperation | |
abstract bool | IsDone () |
abstract void | Process (BundleManager manager, AssetBundle bundle, string error) |
Static Public Member Functions | |
static ILoadAsset | Alloc (string assetName, System.Type type) |
static bool | IsMissingAssetError (string error) |
Static Protected Attributes | |
const string | EditorMissingAssetText = "There is no asset with name" |
const string | MissingAssetText = "Asset not found with name" |
Properties | |
bool |
IsMissingAsset [get]
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Properties inherited from IOperation | |
override bool |
keepWaiting [get]
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static int |
activeCount [get]
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Additional Inherited Members | |
Public Attributes inherited from IOperation | |
string | Error |
Protected Member Functions inherited from IOperation | |
void | StartLoad () |
void | DoneLoad () |
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inlinestatic |
Allocate an ILoadAsset op
ADVANCED: Only needed if you are making custom IManifestLoader objects. Normally only BundleManager should be creating your ILoadAsset ops.
assetName | Name of asset in bundle |
type | What kind of object is expected to be pulled from bundle |