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§
Sourcefn get_operation_handle(self) -> AsyncOperationHandle
fn get_operation_handle(self) -> AsyncOperationHandle
get_OperationHandle() overload
Sourcefn get_runtime_key(self) -> Object
fn get_runtime_key(self) -> Object
get_RuntimeKey() overload
Sourcefn get_asset_guid(self) -> Il2CppString
fn get_asset_guid(self) -> Il2CppString
get_AssetGUID() overload
Sourcefn get_sub_object_name(self) -> Il2CppString
fn get_sub_object_name(self) -> Il2CppString
get_SubObjectName() overload
Sourcefn set_sub_object_name(self, value: impl Into<Il2CppString>)
fn set_sub_object_name(self, value: impl Into<Il2CppString>)
set_SubObjectName(::unity::Il2CppString) overload
Sourcefn get_sub_ojbect_type(self) -> SystemType
fn get_sub_ojbect_type(self) -> SystemType
get_SubOjbectType() overload
Sourcefn get_is_done(self) -> bool
fn get_is_done(self) -> bool
get_IsDone() overload
Sourcefn ctor_2(self, guid: impl Into<Il2CppString>)
fn ctor_2(self, guid: impl Into<Il2CppString>)
.ctor(::unity::Il2CppString) overload
Sourcefn to_string(self) -> Il2CppString
fn to_string(self) -> Il2CppString
ToString() overload
fn load_asset<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>
Sourcefn load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
fn load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
LoadScene() overload
Sourcefn 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) overload
Sourcefn instantiate_2(
self,
parent: impl Into<Transform>,
instantiate_in_world_space: impl Into<bool>,
) -> AsyncOperationHandle_1<GameObject>
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
fn load_asset_async<M0: IlType + Copy + ClassIdentity>( self, ) -> AsyncOperationHandle_1<M0>
Sourcefn 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) overload
Sourcefn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
fn un_load_scene(self) -> AsyncOperationHandle_1<SceneInstance>
UnLoadScene() overload
Sourcefn 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) overload
Sourcefn instantiate_async_2(
self,
parent: impl Into<Transform>,
instantiate_in_world_space: impl Into<bool>,
) -> AsyncOperationHandle_1<GameObject>
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
Sourcefn runtime_key_is_valid(self) -> bool
fn runtime_key_is_valid(self) -> bool
RuntimeKeyIsValid() overload
Sourcefn release_asset(self)
fn release_asset(self)
ReleaseAsset() overload
Sourcefn release_instance(self, obj: impl Into<GameObject>)
fn release_instance(self, obj: impl Into<GameObject>)
ReleaseInstance(crate::unity_engine::gameobject::GameObject) overload
Sourcefn 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) overload
Sourcefn validate_asset_2(self, path: impl Into<Il2CppString>) -> bool
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§
impl<__T: IAssetReference> IAssetReferenceMethods for __T
unity_engine-addressable_assets-assetreference only.