AssetEvent

object AssetEvent
Companion
class
trait Sum
trait Mirror
class Object
trait Matchable
class Any

Type members

Classlikes

final case class AssetBatchLoadError(key: BindingKey, message: String) extends AssetEvent

If an error occurs during load, the game will be sent this event.

If an error occurs during load, the game will be sent this event.

Value Params
key

The requested tracking key so you know which event failed.

message

Asset load error message

final case class AssetBatchLoaded(key: BindingKey, available: Boolean) extends AssetEvent

The response event to LoadAsset or LoadAssetBatch.

The response event to LoadAsset or LoadAssetBatch.

Value Params
available

Whether or not the asset has been made available for the game to use.

key

The requested tracking key

final case class LoadAsset(asset: AssetType, key: BindingKey, makeAvailable: Boolean) extends AssetEvent

Load a single asset (alias for LoadAssetBatch)

Load a single asset (alias for LoadAssetBatch)

You can load assets without a key if you just want them in the asset pool for future use, or you can specify a key so that you can track them as they come in.

You can also decide whether to force the assets to be available or not. If they are available, then on load they're immediately added to the asset registers. If not then they are downloaded locally cached, but not added.

Value Params
asset

AssetType information

key

A tracking key.

makeAvailable

Make the asset available to the game, or just download it to local cache.

final case class LoadAssetBatch(assets: Set[AssetType], key: BindingKey, makeAvailable: Boolean) extends AssetEvent

Load a batch of assets

Load a batch of assets

You can load assets without a key if you just want them in the asset pool for future use, or you can specify a key so that you can track them as they come in.

You can also decide whether to force the assets to be available or not. If they are available, then on load they're immediately added to the asset registers. If not then they are downloaded locally cached, but not added.

Value Params
assets

a set of AssetTypes to load

key

A tracking key.

makeAvailable

Make the asset available to the game, or just download it to local cache.

Inherited types

type MirroredElemLabels <: Tuple

The names of the product elements

The names of the product elements

Inherited from
Mirror
type MirroredLabel <: String

The name of the type

The name of the type

Inherited from
Mirror