Package | away3d.library |
Class | public class AssetLibraryBundle |
Inheritance | AssetLibraryBundle flash.events.EventDispatcher |
getInstance()
method.
Property | Defined By | ||
---|---|---|---|
conflictPrecedence : String
Defines which asset should have precedence when resolving a naming conflict between
two assets of which one has just been renamed by the user or by a parser. | AssetLibraryBundle | ||
conflictStrategy : ConflictStrategyBase
Defines which strategy should be used for resolving naming conflicts, when two library
assets are given the same name. | AssetLibraryBundle |
Method | Defined By | ||
---|---|---|---|
AssetLibraryBundle(me:AssetLibraryBundleSingletonEnforcer)
Creates a new AssetLibraryBundle object. | AssetLibraryBundle | ||
Adds an asset to the asset library, first making sure that it's name is unique
using the method defined by the conflictStrategy and
conflictPrecedence properties. | AssetLibraryBundle | ||
createIterator(assetTypeFilter:String = null, namespaceFilter:String = null, filterFunc:Function = null):AssetLibraryIterator
Create an AssetLibraryIterator instance that can be used to iterate over the assets
in this asset library instance. | AssetLibraryBundle | ||
enableParser(parserClass:Class):void | AssetLibraryBundle | ||
enableParsers(parserClasses:Vector.<Class>):void | AssetLibraryBundle | ||
AssetLibraryBundle | |||
getInstance(key:String = default):AssetLibraryBundle [static]
Returns an AssetLibraryBundle instance. | AssetLibraryBundle | ||
load(req:URLRequest, context:AssetLoaderContext = null, ns:String = null, parser:ParserBase = null):AssetLoaderToken
Loads a file and (optionally) all of its dependencies. | AssetLibraryBundle | ||
loadData(data:*, context:AssetLoaderContext = null, ns:String = null, parser:ParserBase = null):AssetLoaderToken
Loads a resource from existing data in memory. | AssetLibraryBundle | ||
removeAllAssets(dispose:Boolean = true):void
Removes all assets from the asset library, optionally disposing them as they
are removed. | AssetLibraryBundle | ||
removeAsset(asset:IAsset, dispose:Boolean = true):void
Removes an asset from the library, and optionally disposes that asset by calling
it's disposeAsset() method (which for most assets is implemented as a default
version of that type's dispose() method. | AssetLibraryBundle | ||
removeAssetByName(name:String, ns:String = null, dispose:Boolean = true):IAsset
Removes an asset which is specified using name and namespace. | AssetLibraryBundle | ||
removeNamespaceAssets(ns:String = null, dispose:Boolean = true):void
Removes all assets belonging to a particular namespace (null for default)
from the asset library, and optionall disposes them by calling their
disposeAsset() method. | AssetLibraryBundle |
Event | Summary | Defined By | ||
---|---|---|---|---|
Dispatched when an animation node has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when an animation set has been constructed from a group of animation state resources. | AssetLibraryBundle | |||
Dispatched when an animation state has been constructed from a group of animation node resources. | AssetLibraryBundle | |||
Dispatched when a animator asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when any asset finishes parsing. | AssetLibraryBundle | |||
Dispatched when a container asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when a single dependency (which may be the main file of a resource) finishes loading. | AssetLibraryBundle | |||
Dispatched when a geometry asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when an error occurs during loading. | AssetLibraryBundle | |||
Dispatched when a material asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when a full resource (including dependencies) finishes loading. | AssetLibraryBundle | |||
Dispatched when a skeleton asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when a skeleton pose asset has been constructed from a resource. | AssetLibraryBundle | |||
Dispatched when an animation state transition has been constructed from a group of animation node resources. | AssetLibraryBundle | |||
Dispatched when a texture asset has been constructed from a resource. | AssetLibraryBundle |
conflictPrecedence | property |
conflictPrecedence:String
Defines which asset should have precedence when resolving a naming conflict between
two assets of which one has just been renamed by the user or by a parser. By default
ConflictPrecedence.FAVOR_NEW
is used, meaning that the newly renamed
asset will keep it's new name while the older asset gets renamed to not conflict.
This property is ignored for conflict strategies that do not actually rename an
asset automatically, such as ConflictStrategy.IGNORE and ConflictStrategy.THROW_ERROR.
public function get conflictPrecedence():String
public function set conflictPrecedence(value:String):void
See also
conflictStrategy | property |
conflictStrategy:ConflictStrategyBase
Defines which strategy should be used for resolving naming conflicts, when two library
assets are given the same name. By default, ConflictStrategy.APPEND_NUM_SUFFIX
is used which means that a numeric suffix is appended to one of the assets. The
conflictPrecedence
property defines which of the two conflicting assets will
be renamed.
public function get conflictStrategy():ConflictStrategyBase
public function set conflictStrategy(value:ConflictStrategyBase):void
See also
AssetLibraryBundle | () | Constructor |
public function AssetLibraryBundle(me:AssetLibraryBundleSingletonEnforcer)
Creates a new AssetLibraryBundle
object.
me:AssetLibraryBundleSingletonEnforcer — A multiton enforcer for the AssetLibraryBundle ensuring it cannnot be instanced.
|
addAsset | () | method |
public function addAsset(asset:IAsset):void
Adds an asset to the asset library, first making sure that it's name is unique
using the method defined by the conflictStrategy
and
conflictPrecedence
properties.
Parameters
asset:IAsset |
createIterator | () | method |
public function createIterator(assetTypeFilter:String = null, namespaceFilter:String = null, filterFunc:Function = null):AssetLibraryIterator
Create an AssetLibraryIterator instance that can be used to iterate over the assets in this asset library instance. The iterator can filter assets on asset type and/or namespace. A "null" filter value means no filter of that type is used.
Parameters
assetTypeFilter:String (default = null ) — Asset type to filter on (from the AssetType enum class.) Use
null to not filter on asset type.
| |
namespaceFilter:String (default = null ) — Namespace to filter on. Use null to not filter on namespace.
| |
filterFunc:Function (default = null ) — Callback function to use when deciding whether an asset should be
included in the iteration or not. This needs to be a function that takes a single
parameter of type IAsset and returns a boolean where true means it should be included.
|
AssetLibraryIterator |
See also
enableParser | () | method |
public function enableParser(parserClass:Class):void
Parameters
parserClass:Class |
enableParsers | () | method |
public function enableParsers(parserClasses:Vector.<Class>):void
Parameters
parserClasses:Vector.<Class> |
getAsset | () | method |
public function getAsset(name:String, ns:String = null):IAsset
Parameters
name:String | |
ns:String (default = null )
|
IAsset |
getInstance | () | method |
public static function getInstance(key:String = default):AssetLibraryBundle
Returns an AssetLibraryBundle instance. If no key is given, returns the default bundle instance (which is similar to using the AssetLibraryBundle as a singleton.) To keep several separated library bundles, pass a string key to this method to define which bundle should be returned. This is referred to as using the AssetLibrary as a multiton.
Parameters
key:String (default = default ) — Defines which multiton instance should be returned.
|
AssetLibraryBundle — An instance of the asset library
|
load | () | method |
public function load(req:URLRequest, context:AssetLoaderContext = null, ns:String = null, parser:ParserBase = null):AssetLoaderToken
Loads a file and (optionally) all of its dependencies.
Parameters
req:URLRequest — The URLRequest object containing the URL of the file to be loaded.
| |
context:AssetLoaderContext (default = null ) — An optional context object providing additional parameters for loading
| |
ns:String (default = null ) — An optional namespace string under which the file is to be loaded, allowing the differentiation of two resources with identical assets
| |
parser:ParserBase (default = null ) — An optional parser object for translating the loaded data into a usable resource. If not provided, AssetLoader will attempt to auto-detect the file type.
|
AssetLoaderToken |
loadData | () | method |
public function loadData(data:*, context:AssetLoaderContext = null, ns:String = null, parser:ParserBase = null):AssetLoaderToken
Loads a resource from existing data in memory.
Parameters
data:* — The data object containing all resource information.
| |
context:AssetLoaderContext (default = null ) — An optional context object providing additional parameters for loading
| |
ns:String (default = null ) — An optional namespace string under which the file is to be loaded, allowing the differentiation of two resources with identical assets
| |
parser:ParserBase (default = null ) — An optional parser object for translating the loaded data into a usable resource. If not provided, AssetLoader will attempt to auto-detect the file type.
|
AssetLoaderToken |
removeAllAssets | () | method |
public function removeAllAssets(dispose:Boolean = true):void
Removes all assets from the asset library, optionally disposing them as they are removed.
Parameters
dispose:Boolean (default = true ) — Defines whether the assets should also be disposed.
|
removeAsset | () | method |
public function removeAsset(asset:IAsset, dispose:Boolean = true):void
Removes an asset from the library, and optionally disposes that asset by calling it's disposeAsset() method (which for most assets is implemented as a default version of that type's dispose() method.
Parameters
asset:IAsset — The asset which should be removed from this library.
| |
dispose:Boolean (default = true ) — Defines whether the assets should also be disposed.
|
removeAssetByName | () | method |
public function removeAssetByName(name:String, ns:String = null, dispose:Boolean = true):IAsset
Removes an asset which is specified using name and namespace.
Parameters
name:String — The name of the asset to be removed.
| |
ns:String (default = null ) — The namespace to which the desired asset belongs.
| |
dispose:Boolean (default = true ) — Defines whether the assets should also be disposed.
|
IAsset |
See also
removeNamespaceAssets | () | method |
public function removeNamespaceAssets(ns:String = null, dispose:Boolean = true):void
Removes all assets belonging to a particular namespace (null for default) from the asset library, and optionall disposes them by calling their disposeAsset() method.
Parameters
ns:String (default = null ) — The namespace from which all assets should be removed.
| |
dispose:Boolean (default = true ) — Defines whether the assets should also be disposed.
|
See also
animationNodeComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when an animation node has been constructed from a resource.
animationSetComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when an animation set has been constructed from a group of animation state resources.
animationStateComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when an animation state has been constructed from a group of animation node resources.
animatorComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a animator asset has been constructed from a resource.
assetComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when any asset finishes parsing. Also see specific events for each individual asset type (meshes, materials et c.)
containerComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a container asset has been constructed from a resource.
dependencyComplete | Event |
away3d.events.LoaderEvent
away3d.events.LoaderEvent
Dispatched when a single dependency (which may be the main file of a resource) finishes loading.
geometryComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a geometry asset has been constructed from a resource.
loadError | Event |
away3d.events.LoaderEvent
away3d.events.LoaderEvent
Dispatched when an error occurs during loading.
materialComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a material asset has been constructed from a resource.
resourceComplete | Event |
away3d.events.LoaderEvent
away3d.events.LoaderEvent
Dispatched when a full resource (including dependencies) finishes loading.
skeletonComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a skeleton asset has been constructed from a resource.
skeletonPoseComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a skeleton pose asset has been constructed from a resource.
stateTransitionComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when an animation state transition has been constructed from a group of animation node resources.
textureComplete | Event |
away3d.events.AssetEvent
away3d.events.AssetEvent
Dispatched when a texture asset has been constructed from a resource.