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Infohazard.Core.Addressables 1.0.0
Infohazard Core Addressables Integration
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AddressableSpawnRef for spawning a GameObject directly. More...
Public Member Functions | |
AddressableSpawnRef () | |
Default constructor (needed for Unity serialization). More... | |
AddressableSpawnRef (AssetReferenceGameObject assetReference) | |
Construct with a given asset reference. More... | |
AddressableSpawnRef () | |
Default constructor (needed for Unity serialization). More... | |
AddressableSpawnRef (AssetReferenceGameObject assetReference) | |
Construct with a given asset reference. More... | |
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AddressableSpawnRefBase () | |
Default constructor (needed for Unity serialization). More... | |
AddressableSpawnRefBase (AssetReferenceGameObject assetReference) | |
Construct with a given asset reference. More... | |
override string | ToString () |
virtual UniTask | RetainAndWaitAsync () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. If not already loaded, the prefab will be loaded asynchronously. More... | |
virtual async UniTask | WaitUntilLoadedAsync () |
If the prefab is currently loading, wait until it is done asynchronously. More... | |
virtual void | RetainAndWait () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. If not already loaded, the prefab will be loaded and block. More... | |
virtual void | WaitUntilLoaded () |
If the prefab is currently loading, wait until it is done synchronously. More... | |
virtual void | Retain () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. More... | |
virtual void | Release () |
Remove a user from the AddressableSpawnRef, in turn releasing the IPoolHandler. More... | |
T | Spawn (in SpawnParams spawnParams=default) |
Spawn an instance of Prefab. The AddressableSpawnRef MUST be retained. More... | |
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AddressableSpawnRefBase () | |
Default constructor (needed for Unity serialization). More... | |
AddressableSpawnRefBase (AssetReferenceGameObject assetReference) | |
Construct with a given asset reference. More... | |
override string | ToString () |
virtual UniTask | RetainAndWaitAsync () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. If not already loaded, the prefab will be loaded asynchronously. More... | |
virtual async UniTask | WaitUntilLoadedAsync () |
If the prefab is currently loading, wait until it is done asynchronously. More... | |
virtual void | RetainAndWait () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. If not already loaded, the prefab will be loaded and block. More... | |
virtual void | WaitUntilLoaded () |
If the prefab is currently loading, wait until it is done synchronously. More... | |
virtual void | Retain () |
Add a user to the AddressableSpawnRef, creating the AddressablePoolHandler if necessary. More... | |
virtual void | Release () |
Remove a user from the AddressableSpawnRef, in turn releasing the IPoolHandler. More... | |
T | Spawn (in SpawnParams spawnParams=default) |
Spawn an instance of Prefab. The AddressableSpawnRef MUST be retained. More... | |
Additional Inherited Members | |
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AssetReferenceGameObject | _assetReference |
(Serialized) Reference to the addressable prefab to spawn. More... | |
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AssetReferenceGameObject | _assetReference |
(Serialized) Reference to the addressable prefab to spawn. More... | |
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AssetReferenceGameObject | AssetReference [get] |
Reference to the addressable prefab to spawn. More... | |
bool | IsValid [get] |
Whether there is a valid asset reference. More... | |
bool | Loaded [get] |
Whether the referenced asset has been loaded successfully and the AddressableSpawnRef is retained at least once. More... | |
int | RetainCount [get, private set] |
Number of users of the AddressableSpawnRef More... | |
T | Prefab [get] |
Prefab to be spawned, if it is loaded. More... | |
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AssetReferenceGameObject | AssetReference [get] |
Reference to the addressable prefab to spawn. More... | |
bool | IsValid [get] |
Whether there is a valid asset reference. More... | |
bool | Loaded [get] |
Whether the referenced asset has been loaded successfully and the AddressableSpawnRef is retained at least once. More... | |
int | RetainCount [get, private set] |
Number of users of the AddressableSpawnRef More... | |
T | Prefab [get] |
Prefab to be spawned, if it is loaded. More... | |
AddressableSpawnRef for spawning a GameObject directly.
AddressableSpawnRef for spawning a GameObject and returning one of its components.
T | : | Component |
Default constructor (needed for Unity serialization).
Infohazard.Core.Addressables.AddressableSpawnRef< T >.AddressableSpawnRef | ( | AssetReferenceGameObject | assetReference | ) |
Construct with a given asset reference.
assetReference | The prefab to be spawned. |
Default constructor (needed for Unity serialization).
Infohazard.Core.Addressables.AddressableSpawnRef< T >.AddressableSpawnRef | ( | AssetReferenceGameObject | assetReference | ) |
Construct with a given asset reference.
assetReference | The prefab to be spawned. |