Tanoda
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Public Member Functions | |
void | SetAssetBundleData (string bundleName, string assetPath) |
bool | UpdateFileId () |
string | GetFileId () |
Public Attributes | |
pb_MetaData | metadata = new pb_MetaData() |
Metadata components are used to serialize and deserialize prefabs pointing to AssetBundle or Resource folder objects. Can also mark an object as an instance asset, meaning the serializer will write all the components and information necessary to rebuild the object on deserialization. If asset is type AssetBundle or Resource it will be loaded from it's respective location.
Definition at line 21 of file pb_MetaDataComponent.cs.
string GILES.pb_MetaDataComponent.GetFileId | ( | ) |
Definition at line 65 of file pb_MetaDataComponent.cs.
void GILES.pb_MetaDataComponent.SetAssetBundleData | ( | string | bundleName, |
string | assetPath | ||
) |
Set the name and asset path that this object can be found with.
Definition at line 30 of file pb_MetaDataComponent.cs.
bool GILES.pb_MetaDataComponent.UpdateFileId | ( | ) |
Set the fileId field if this asset is in the resources folder.
Definition at line 41 of file pb_MetaDataComponent.cs.
pb_MetaData GILES.pb_MetaDataComponent.metadata = new pb_MetaData() |
Reference metadata information about a prefab or gameObject. Used to serialize and deserialize prefabs/instance objects.
Definition at line 25 of file pb_MetaDataComponent.cs.