Base class for any assets that can be loaded into memory from file. Most assets are created by importing source files in the editor (like a Texture by importing a .png file).
Assets can only be unloaded from memory once nothing else references them. To unload all unreferenced assets, call AssetManager.RefSweep(). In the future, options for incremental asset cleanup will be implemented.
Get this asset's name.
Sig: name = Asset:GetName()
- Ret:
string name
Asset name
Get the number of references that are pointing to this asset. These references include variables in both C++ and Lua code.
Sig: count = Asset:GetRefCount()
- Ret:
integer count
Reference count
Get the asset's type as a string. For instance "Texture".
Sig: typeName = Asset:GetTypeName()
- Ret:
string typeName
Asset type name
Check if this asset is transient. A transient asset is not stored in the asset registry and cannot be saved to a file. Common transient assets may be LiteMaterial, MaterialInstance, and ParticleSystemInstance.
Sig: transient = Asset:IsTransient()
- Ret:
boolean transient
Is a transient asset
Check if the asset is loaded. This is useful for checking if an asset is loaded after initiating an asynchronous load with AssetManager.AsyncLoadAsset().
Sig: loaded = Asset:IsLoaded()
- Ret:
boolean loaded
Is asset loaded