Hard reference-based implementation of the asset source pattern. This asset source forms a hard reference to the asset and never releases it. This type is meant to be used at runtime. For edit-time, prefer QuantumAssetSourceStaticLazy<T>, as it delays actually loading the asset, improving the editor performance. More...
Public Member Functions | |
void | Acquire (bool synchronous) |
Does nothing, the asset is always loaded. More... | |
void | Release () |
Does nothing, the asset is always loaded. More... | |
T | WaitForResult () |
Returns
or throws an exception if the reference is missing. More... | |
Public Attributes | |
bool | IsCompleted => true |
Returns true . More... | |
T | Object |
The asset reference. Can point to an asset or to a runtime-created object. More... | |
Properties | |
string | Description [get] |
T | Prefab [get, set] |
Object | |
Hard reference-based implementation of the asset source pattern. This asset source forms a hard reference to the asset and never releases it. This type is meant to be used at runtime. For edit-time, prefer QuantumAssetSourceStaticLazy<T>, as it delays actually loading the asset, improving the editor performance.
T |
T | : | UnityEngine.Object |
|
inline |
Does nothing, the asset is always loaded.
|
inline |
Does nothing, the asset is always loaded.
|
inline |
Returns
or throws an exception if the reference is missing.
T Quantum.QuantumAssetSourceStatic< T >.Object |
The asset reference. Can point to an asset or to a runtime-created object.
bool Quantum.QuantumAssetSourceStatic< T >.IsCompleted => true |
Returns true
.