Tanoda
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Static Public Member Functions | |
static void | RegisterAssetBundle (string path) |
static AssetBundle | LoadAssetBundle (string path) |
static AssetBundle | LoadAssetBundleWithName (string name) |
static bool | GetAssetPath< T > (T asset, out pb_AssetBundlePath path) |
static T | LoadAsset< T > (pb_AssetBundlePath path) |
Properties | |
override bool | dontDestroyOnLoad [get] |
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virtual bool | dontDestroyOnLoad [get] |
Override to maintain an instance of this object across level loads. More... | |
static T | instance [get] |
static T | nullableInstance [get] |
Additional Inherited Members | |
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virtual void | Initialize () |
virtual void | Awake () |
pb_AssetBundles provides an interface to accessing AssetBundle objects. It handles loading and unloading automatically.
Definition at line 12 of file pb_AssetBundles.cs.
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Return the AssetBundle and path within that bundle to an object. May return a null or emptry string.
T | : | UnityEngine.Object |
Definition at line 52 of file pb_AssetBundles.cs.
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Load an asset from a pb_AssetBundlePath.
T | : | UnityEngine.Object |
Definition at line 60 of file pb_AssetBundles.cs.
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Load an asset bundle from a path (relative or absolute).
Definition at line 33 of file pb_AssetBundles.cs.
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Load an AssetBundle from it's name. Bundle must have been registered using pb_AssetBundles.RegisterAssetBundle() or have been listed in pb_Config.AssetBundle_Paths.
Definition at line 43 of file pb_AssetBundles.cs.
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Register an asset bundle as containing usable assets. This means it will be searched when for object references when serailizing levels.
Definition at line 25 of file pb_AssetBundles.cs.
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get |
Definition at line 14 of file pb_AssetBundles.cs.