pub struct AssetReference(/* private fields */);Expand description
IL2CPP class: UnityEngine.AddressableAssets.AssetReference
Inherits: Object
Implementations§
Source§impl AssetReference
impl AssetReference
pub fn create_failed_operation<M0: IlType + Copy + ClassIdentity>() -> AsyncOperationHandle_1<M0>
Source§impl AssetReference
impl AssetReference
pub fn get_operation_handle_method_info() -> &'static MethodInfo
pub fn get_runtime_key_method_info() -> &'static MethodInfo
pub fn get_asset_guid_method_info() -> &'static MethodInfo
pub fn get_sub_object_name_method_info() -> &'static MethodInfo
pub fn set_sub_object_name_method_info() -> &'static MethodInfo
pub fn get_sub_ojbect_type_method_info() -> &'static MethodInfo
pub fn is_valid_method_info() -> &'static MethodInfo
pub fn get_is_done_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
pub fn ctor_2_method_info() -> &'static MethodInfo
pub fn get_asset_method_info() -> &'static MethodInfo
pub fn to_string_method_info() -> &'static MethodInfo
pub fn load_scene_method_info() -> &'static MethodInfo
pub fn instantiate_method_info() -> &'static MethodInfo
pub fn instantiate_2_method_info() -> &'static MethodInfo
pub fn load_scene_async_method_info() -> &'static MethodInfo
pub fn un_load_scene_method_info() -> &'static MethodInfo
pub fn instantiate_async_method_info() -> &'static MethodInfo
pub fn instantiate_async_2_method_info() -> &'static MethodInfo
pub fn runtime_key_is_valid_method_info() -> &'static MethodInfo
pub fn release_asset_method_info() -> &'static MethodInfo
pub fn release_instance_method_info() -> &'static MethodInfo
pub fn validate_asset_method_info() -> &'static MethodInfo
pub fn validate_asset_2_method_info() -> &'static MethodInfo
Source§impl AssetReference
impl AssetReference
Sourcepub unsafe fn get_runtime_key(this: impl Into<IlInstance>) -> Object
pub unsafe fn get_runtime_key(this: impl Into<IlInstance>) -> Object
Direct (non-virtual) call to AssetReference’s own get_RuntimeKey. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn get_asset_guid(this: impl Into<IlInstance>) -> Il2CppString
pub unsafe fn get_asset_guid(this: impl Into<IlInstance>) -> Il2CppString
Direct (non-virtual) call to AssetReference’s own get_AssetGUID. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn get_sub_object_name(this: impl Into<IlInstance>) -> Il2CppString
pub unsafe fn get_sub_object_name(this: impl Into<IlInstance>) -> Il2CppString
Direct (non-virtual) call to AssetReference’s own get_SubObjectName. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn set_sub_object_name(
this: impl Into<IlInstance>,
value: Il2CppString,
)
pub unsafe fn set_sub_object_name( this: impl Into<IlInstance>, value: Il2CppString, )
Direct (non-virtual) call to AssetReference’s own set_SubObjectName. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn get_sub_ojbect_type(this: impl Into<IlInstance>) -> SystemType
pub unsafe fn get_sub_ojbect_type(this: impl Into<IlInstance>) -> SystemType
Direct (non-virtual) call to AssetReference’s own get_SubOjbectType. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn get_asset(this: impl Into<IlInstance>) -> Object_2
pub unsafe fn get_asset(this: impl Into<IlInstance>) -> Object_2
Direct (non-virtual) call to AssetReference’s own get_Asset. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn to_string(this: impl Into<IlInstance>) -> Il2CppString
pub unsafe fn to_string(this: impl Into<IlInstance>) -> Il2CppString
Direct (non-virtual) call to AssetReference’s own ToString. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn load_scene_async(
this: impl Into<IlInstance>,
load_mode: LoadSceneMode,
activate_on_load: bool,
priority: i32,
) -> AsyncOperationHandle_1<SceneInstance>
pub unsafe fn load_scene_async( this: impl Into<IlInstance>, load_mode: LoadSceneMode, activate_on_load: bool, priority: i32, ) -> AsyncOperationHandle_1<SceneInstance>
Direct (non-virtual) call to AssetReference’s own LoadSceneAsync. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn un_load_scene(
this: impl Into<IlInstance>,
) -> AsyncOperationHandle_1<SceneInstance>
pub unsafe fn un_load_scene( this: impl Into<IlInstance>, ) -> AsyncOperationHandle_1<SceneInstance>
Direct (non-virtual) call to AssetReference’s own UnLoadScene. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn instantiate_async(
this: impl Into<IlInstance>,
position: Vector3,
rotation: Quaternion,
parent: Transform,
) -> AsyncOperationHandle_1<GameObject>
pub unsafe fn instantiate_async( this: impl Into<IlInstance>, position: Vector3, rotation: Quaternion, parent: Transform, ) -> AsyncOperationHandle_1<GameObject>
Direct (non-virtual) call to AssetReference’s own InstantiateAsync. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn instantiate_async_2(
this: impl Into<IlInstance>,
parent: Transform,
instantiate_in_world_space: bool,
) -> AsyncOperationHandle_1<GameObject>
pub unsafe fn instantiate_async_2( this: impl Into<IlInstance>, parent: Transform, instantiate_in_world_space: bool, ) -> AsyncOperationHandle_1<GameObject>
Direct (non-virtual) call to AssetReference’s own InstantiateAsync. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn runtime_key_is_valid(this: impl Into<IlInstance>) -> bool
pub unsafe fn runtime_key_is_valid(this: impl Into<IlInstance>) -> bool
Direct (non-virtual) call to AssetReference’s own RuntimeKeyIsValid. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn release_asset(this: impl Into<IlInstance>)
pub unsafe fn release_asset(this: impl Into<IlInstance>)
Direct (non-virtual) call to AssetReference’s own ReleaseAsset. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn release_instance(this: impl Into<IlInstance>, obj: GameObject)
pub unsafe fn release_instance(this: impl Into<IlInstance>, obj: GameObject)
Direct (non-virtual) call to AssetReference’s own ReleaseInstance. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn validate_asset(this: impl Into<IlInstance>, obj: Object_2) -> bool
pub unsafe fn validate_asset(this: impl Into<IlInstance>, obj: Object_2) -> bool
Direct (non-virtual) call to AssetReference’s own ValidateAsset. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn validate_asset_2(
this: impl Into<IlInstance>,
path: Il2CppString,
) -> bool
pub unsafe fn validate_asset_2( this: impl Into<IlInstance>, path: Il2CppString, ) -> bool
Direct (non-virtual) call to AssetReference’s own ValidateAsset. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Source§impl AssetReference
impl AssetReference
Sourcepub fn new_2(guid: Il2CppString) -> Self
pub fn new_2(guid: Il2CppString) -> Self
.ctor(::unity::Il2CppString) — overload selector
Trait Implementations§
Source§impl ClassIdentity for AssetReference
impl ClassIdentity for AssetReference
Source§impl Clone for AssetReference
impl Clone for AssetReference
Source§fn clone(&self) -> AssetReference
fn clone(&self) -> AssetReference
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl FromIlInstance for AssetReference
impl FromIlInstance for AssetReference
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
class is a subtype of Self or layout compatibleSource§impl IAssetReference for AssetReference
impl IAssetReference for AssetReference
fn m_asset_guid(self) -> Il2CppString
fn set_m_asset_guid(self, value: Il2CppString)
fn m_sub_object_name(self) -> Il2CppString
fn set_m_sub_object_name(self, value: Il2CppString)
fn m_sub_object_type(self) -> Il2CppString
fn set_m_sub_object_type(self, value: Il2CppString)
fn m_operation(self) -> AsyncOperationHandle
fn set_m_operation(self, value: AsyncOperationHandle)
impl Copy for AssetReference
impl IObject for AssetReference
Auto Trait Implementations§
impl Freeze for AssetReference
impl RefUnwindSafe for AssetReference
impl !Send for AssetReference
impl !Sync for AssetReference
impl Unpin for AssetReference
impl UnwindSafe for AssetReference
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Source§impl<__T> IAssetReferenceMethods for __Twhere
__T: IAssetReference,
impl<__T> IAssetReferenceMethods for __Twhere
__T: IAssetReference,
Source§fn get_operation_handle(self) -> AsyncOperationHandle
fn get_operation_handle(self) -> AsyncOperationHandle
get_OperationHandle() overloadSource§fn get_runtime_key(self) -> Object
fn get_runtime_key(self) -> Object
get_RuntimeKey() overloadSource§fn get_asset_guid(self) -> Il2CppString
fn get_asset_guid(self) -> Il2CppString
get_AssetGUID() overloadSource§fn get_sub_object_name(self) -> Il2CppString
fn get_sub_object_name(self) -> Il2CppString
get_SubObjectName() overloadSource§fn set_sub_object_name(self, value: impl Into<Il2CppString>)
fn set_sub_object_name(self, value: impl Into<Il2CppString>)
set_SubObjectName(::unity::Il2CppString) overloadSource§fn get_sub_ojbect_type(self) -> SystemType
fn get_sub_ojbect_type(self) -> SystemType
get_SubOjbectType() overloadSource§fn get_is_done(self) -> bool
fn get_is_done(self) -> bool
get_IsDone() overloadSource§fn ctor_2(self, guid: impl Into<Il2CppString>)
fn ctor_2(self, guid: impl Into<Il2CppString>)
.ctor(::unity::Il2CppString) overloadSource§fn to_string(self) -> Il2CppString
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ToString() overloadfn load_asset<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>
Source§fn load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
fn load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
LoadScene() overloadSource§fn instantiate(
self,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
parent: impl Into<Transform>,
) -> AsyncOperationHandle_1<GameObject>
fn instantiate( self, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, parent: impl Into<Transform>, ) -> AsyncOperationHandle_1<GameObject>
Instantiate(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::transform::Transform) overloadSource§fn instantiate_2(
self,
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instantiate_in_world_space: impl Into<bool>,
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fn instantiate_2( self, parent: impl Into<Transform>, instantiate_in_world_space: impl Into<bool>, ) -> AsyncOperationHandle_1<GameObject>
Instantiate(crate::unity_engine::transform::Transform, bool) overloadfn load_asset_async<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>
Source§fn load_scene_async(
self,
load_mode: impl Into<LoadSceneMode>,
activate_on_load: impl Into<bool>,
priority: impl Into<i32>,
) -> AsyncOperationHandle_1<SceneInstance>
fn load_scene_async( self, load_mode: impl Into<LoadSceneMode>, activate_on_load: impl Into<bool>, priority: impl Into<i32>, ) -> AsyncOperationHandle_1<SceneInstance>
LoadSceneAsync(crate::unity_engine::scene_management::loadscenemode::LoadSceneMode, bool, i32) overloadSource§fn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
fn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
UnLoadScene() overloadSource§fn instantiate_async(
self,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
parent: impl Into<Transform>,
) -> AsyncOperationHandle_1<GameObject>
fn instantiate_async( self, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, parent: impl Into<Transform>, ) -> AsyncOperationHandle_1<GameObject>
InstantiateAsync(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::transform::Transform) overloadSource§fn instantiate_async_2(
self,
parent: impl Into<Transform>,
instantiate_in_world_space: impl Into<bool>,
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InstantiateAsync(crate::unity_engine::transform::Transform, bool) overloadSource§fn runtime_key_is_valid(self) -> bool
fn runtime_key_is_valid(self) -> bool
RuntimeKeyIsValid() overloadSource§fn release_asset(self)
fn release_asset(self)
ReleaseAsset() overloadSource§fn release_instance(self, obj: impl Into<GameObject>)
fn release_instance(self, obj: impl Into<GameObject>)
ReleaseInstance(crate::unity_engine::gameobject::GameObject) overloadSource§fn validate_asset(self, obj: impl Into<Object_2>) -> bool
fn validate_asset(self, obj: impl Into<Object_2>) -> bool
ValidateAsset(crate::unity_engine::object_2::Object_2) overloadSource§fn validate_asset_2(self, path: impl Into<Il2CppString>) -> bool
fn validate_asset_2(self, path: impl Into<Il2CppString>) -> bool
ValidateAsset(::unity::Il2CppString) overloadSource§impl<T0, __U> IAsyncOperationHandle_1Methods<T0> for __Uwhere
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fn get_location_name(self) -> Il2CppStringwhere
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fn op_implicit(obj: AsyncOperationHandle_1<T0>) -> AsyncOperationHandle
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fn get_download_status(self) -> DownloadStatuswhere
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self,
visited: HashSet_1<Object>,
) -> DownloadStatuswhere
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fn ctor_2(self, op: IAsyncOperation)where
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fn remove_destroyed(self, value: Action_1<AsyncOperationHandle>)where
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fn equals(self, other: AsyncOperationHandle_1<T0>) -> boolwhere
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fn try_copy_to(self, other: ListBuffer_1<T0>) -> boolwhere
Self: Sized,
Source§impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, list: List_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn move_next_rare(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<__T> IObjectMethods for __Twhere
__T: IObject,
impl<__T> IObjectMethods for __Twhere
__T: IObject,
Source§fn equals(self, obj: impl Into<Object>) -> bool
fn equals(self, obj: impl Into<Object>) -> bool
Equals(crate::system::object::Object) overloadSource§fn get_hash_code(self) -> i32
fn get_hash_code(self) -> i32
GetHashCode() overloadSource§fn memberwise_clone(self) -> Object
fn memberwise_clone(self) -> Object
MemberwiseClone() overloadSource§fn to_string(self) -> Il2CppString
fn to_string(self) -> Il2CppString
ToString() overloadSource§fn field_getter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
) -> IlInstance
fn field_getter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, ) -> IlInstance
FieldGetter(::unity::Il2CppString, ::unity::Il2CppString, *mut::unity::IlInstance) overloadSource§fn field_setter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
val: impl Into<Object>,
)
fn field_setter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, val: impl Into<Object>, )
FieldSetter(::unity::Il2CppString, ::unity::Il2CppString, crate::system::object::Object) overload