AssetManager
System that manages loading and unloading assets.
Some of these functions are available as global functions, so you can just call LoadAsset(name) instead of AssetManager.LoadAsset(name). See Globals.
RefSweep
Unload any assets that are no longer referenced.
Sig: AssetManager.RefSweep()
GetAsset
Get an asset by name. Does not load it. Will return nil if the asset hasn't been loaded.
Sig: asset = AssetManager.GetAsset(name)
- Arg: string name Asset name
- Ret: Asset asset Asset
LoadAsset
Load and get an asset immediately.
Sig: asset = AssetManager.LoadAsset(name)
- Arg: string name Asset name
- Ret: Asset asset Loaded asset
SaveAsset
Save an asset. Only available in Editor.
Sig: AssetManager.SaveAsset(name)
- Arg: string name Asset name
AsyncLoadAsset
Request that an asset be loaded asynchronously. This function will return a reference to an asset, and you can check if it has been loaded. Call asset:IsLoaded() to see if it has been loaded. TODO: Add function callback to handle when asset is loaded.
Sig: asset = AssetManager.AsyncLoadAsset(name)
- Arg: string name Asset name
- Ret: Asset asset Pending asset
UnloadAsset
Unload an unreferenced asset.
Sig: AssetManager.UnloadAsset(name)
- Arg: string name Asset name
CreateAndRegisterAsset
Create an asset of a given type.
Sig: asset = AssetManager.CreateAndRegisterAsset(typeName, path, name)
- Arg: string typeName Name of the type to create (e.g. MaterialLite)
- Arg: string path Where the asset should be saved
- Arg: string name Name of the new asset
- Ret: Asset asset The newly created asset