Utils / AssetUtil
AssetUtil Class
Asset management tools
When using the resources in the left toolbar, it is necessary to download and load them in advance.
The asyncDownloadAsset interface can be used to dynamically download corresponding resources in the code. Resources can also be manually dragged into the priority loading queue on the right side of the editor.
Table of contents
Methods
assetLoaded(InAssetId : string ): boolean other |
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Is the resource loaded |
asyncDownloadAsset(InAssetId : string ): Promise <boolean > other |
Download and load resources |
isLocalMaterialAsset(InAssetId : string ): boolean other |
Judge whether the material asset is a local asset |
Methods
assetLoaded
• Static
assetLoaded(InAssetId
): boolean
other
Is the resource loaded
Parameters
InAssetId string | Usage: Resource ID range: The string size depends on the resource ID |
---|
Returns
boolean | Not loaded will return false |
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Usage example: create a script named AssetExample, place it in the object bar, open the script, change the original content to the following, save and run the game, and the log will output whether the 7711 asset id is loaded, and generate a stair at the origin after the asset is loaded
@Component
export default class AssetExample extends Script {
protected onStart(): void {
const cubeAssetId = "7711";
if (AssetUtil.assetLoaded(cubeAssetId)) {
console.log("AssetExample: Cube asset is already loaded.");
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
} else {
console.log("AssetExample: Cube asset is not loaded, downloading...");
AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
});
}
}
}
@Component
export default class AssetExample extends Script {
protected onStart(): void {
const cubeAssetId = "7711";
if (AssetUtil.assetLoaded(cubeAssetId)) {
console.log("AssetExample: Cube asset is already loaded.");
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
} else {
console.log("AssetExample: Cube asset is not loaded, downloading...");
AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
});
}
}
}
asyncDownloadAsset
• Static
asyncDownloadAsset(InAssetId
): Promise
<boolean
> other
Download and load resources
Parameters
InAssetId string | Usage: asset ID range: string size depends on asset ID |
---|
Returns
Promise <boolean > | Download failure will return false |
---|
This function can only pass in the asset ID
Usage example: create a script named AssetExample, place it in the object bar, open the script, change the original content to the following, save and run the game, and the log will output whether the 7711 asset id is loaded, and generate a stair at the origin after the asset is loaded
@Component
export default class AssetExample extends Script {
protected onStart(): void {
const cubeAssetId = "7711";
if (AssetUtil.assetLoaded(cubeAssetId)) {
console.log("AssetExample: Cube asset is already loaded.");
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
} else {
console.log("AssetExample: Cube asset is not loaded, downloading...");
AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
});
}
}
}
@Component
export default class AssetExample extends Script {
protected onStart(): void {
const cubeAssetId = "7711";
if (AssetUtil.assetLoaded(cubeAssetId)) {
console.log("AssetExample: Cube asset is already loaded.");
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
} else {
console.log("AssetExample: Cube asset is not loaded, downloading...");
AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
let obj = GameObject.spawn({ guid: cubeAssetId });
obj.worldTransform.position = new Vector(0, 0, 0);
});
}
}
}
isLocalMaterialAsset
• Static
isLocalMaterialAsset(InAssetId
): boolean
other
Judge whether the material asset is a local asset
Parameters
InAssetId string | Usage: Resource ID range: The string size depends on the resource ID |
---|
Returns
boolean | Local asset when true |
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