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IAssetReferenceMethods

Trait IAssetReferenceMethods 

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pub trait IAssetReferenceMethods: IAssetReference {
Show 26 methods // Provided methods fn get_operation_handle(self) -> AsyncOperationHandle { ... } fn get_runtime_key(self) -> Object { ... } fn get_asset_guid(self) -> Il2CppString { ... } fn get_sub_object_name(self) -> Il2CppString { ... } fn set_sub_object_name(self, value: impl Into<Il2CppString>) { ... } fn get_sub_ojbect_type(self) -> SystemType { ... } fn is_valid(self) -> bool { ... } fn get_is_done(self) -> bool { ... } fn ctor(self) { ... } fn ctor_2(self, guid: impl Into<Il2CppString>) { ... } fn get_asset(self) -> Object_2 { ... } fn to_string(self) -> Il2CppString { ... } fn load_asset<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0> { ... } fn load_scene(self) -> AsyncOperationHandle_1<SceneInstance> { ... } fn instantiate( self, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, parent: impl Into<Transform>, ) -> AsyncOperationHandle_1<GameObject> { ... } fn instantiate_2( self, parent: impl Into<Transform>, instantiate_in_world_space: impl Into<bool>, ) -> AsyncOperationHandle_1<GameObject> { ... } fn load_asset_async<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0> { ... } fn load_scene_async( self, load_mode: impl Into<LoadSceneMode>, activate_on_load: impl Into<bool>, priority: impl Into<i32>, ) -> AsyncOperationHandle_1<SceneInstance> { ... } fn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance> { ... } fn instantiate_async( self, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, parent: impl Into<Transform>, ) -> AsyncOperationHandle_1<GameObject> { ... } fn instantiate_async_2( self, parent: impl Into<Transform>, instantiate_in_world_space: impl Into<bool>, ) -> AsyncOperationHandle_1<GameObject> { ... } fn runtime_key_is_valid(self) -> bool { ... } fn release_asset(self) { ... } fn release_instance(self, obj: impl Into<GameObject>) { ... } fn validate_asset(self, obj: impl Into<Object_2>) -> bool { ... } fn validate_asset_2(self, path: impl Into<Il2CppString>) -> bool { ... }
}

Provided Methods§

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fn get_operation_handle(self) -> AsyncOperationHandle

get_OperationHandle() overload

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fn get_runtime_key(self) -> Object

get_RuntimeKey() overload

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fn get_asset_guid(self) -> Il2CppString

get_AssetGUID() overload

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fn get_sub_object_name(self) -> Il2CppString

get_SubObjectName() overload

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fn set_sub_object_name(self, value: impl Into<Il2CppString>)

set_SubObjectName(::unity::Il2CppString) overload

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fn get_sub_ojbect_type(self) -> SystemType

get_SubOjbectType() overload

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fn is_valid(self) -> bool

IsValid() overload

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fn get_is_done(self) -> bool

get_IsDone() overload

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fn ctor(self)

.ctor() overload

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fn ctor_2(self, guid: impl Into<Il2CppString>)

.ctor(::unity::Il2CppString) overload

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fn get_asset(self) -> Object_2

get_Asset() overload

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fn to_string(self) -> Il2CppString

ToString() overload

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fn load_asset<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>

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fn load_scene(self) -> AsyncOperationHandle_1<SceneInstance>

LoadScene() overload

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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) overload

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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) overload

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fn load_asset_async<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>

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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) overload

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fn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance>

UnLoadScene() overload

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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) overload

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fn instantiate_async_2( self, parent: impl Into<Transform>, instantiate_in_world_space: impl Into<bool>, ) -> AsyncOperationHandle_1<GameObject>

InstantiateAsync(crate::unity_engine::transform::Transform, bool) overload

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fn runtime_key_is_valid(self) -> bool

RuntimeKeyIsValid() overload

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fn release_asset(self)

ReleaseAsset() overload

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fn release_instance(self, obj: impl Into<GameObject>)

ReleaseInstance(crate::unity_engine::gameobject::GameObject) overload

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fn validate_asset(self, obj: impl Into<Object_2>) -> bool

ValidateAsset(crate::unity_engine::object_2::Object_2) overload

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fn validate_asset_2(self, path: impl Into<Il2CppString>) -> bool

ValidateAsset(::unity::Il2CppString) overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IAssetReference> IAssetReferenceMethods for __T

Available on crate feature unity_engine-addressable_assets-assetreference only.