- addOnCompleteHandler
void addOnCompleteHandler(void delegate(IHipAsset) onComplete)
May be executed instantly if the asset is already loaded.
- addOnCompleteHandler
void addOnCompleteHandler(void delegate(string) onComplete)
Undocumented in source.
- asset
IHipAsset asset()
Undocumented in source.
- asset
IHipAsset asset(IHipAsset asset)
Sets the asset. Should not exist in user code.
- await
void await()
Awaits the asset load process. Can't be used on WebAssembly export
- awaitAs
T awaitAs()
Awaits the asset to be loaded and if the load was possible, cast it to the type, else returns null.
Unsupported at WebAssembly.
- hasFinishedLoading
bool hasFinishedLoading()
Undocumented in source.
- into
void into(void* function(IHipAsset asset) castFunc, IHipAsset*[] variables)
When the variables finish loading, it will also assign the asset to the variables
- into
void into(T*[] variables)
Undocumented in source. Be warned that the author may not have intended to support it.
- into
void into(string*[] variables)
Undocumented in source.
- into
void into(T function(string) convertFunction, T*[] variables)
Undocumented in source. Be warned that the author may not have intended to support it.
- result
HipAssetResult result()
Undocumented in source.
- result
HipAssetResult result(HipAssetResult result)
Sets the result. Should not exist in user code.
IHipAssetLoadTask is the base return type from any asset you want to HipAssetManager.load{X}. The loading, unless otherwise stated, is asynchronous. For simple games, most of the time you won't need to directly used LoadTask as currently the engine loads all the assets at startup to make it easier to prototype a game without needing to think about those tasks.
await is not supported on WebAssembly export, so, don't use it if you plan to export to web.