AssetEvent

indigo.shared.events.AssetEvent
See theAssetEvent companion trait
object AssetEvent

Attributes

Companion
trait
Graph
Supertypes
trait Sum
trait Mirror
class Object
trait Matchable
class Any
Self type
AssetEvent.type

Members list

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 parameters

key

The requested tracking key so you know which event failed.

message

Asset load error message

Attributes

Supertypes
trait Serializable
trait Product
trait Equals
trait AssetEvent
trait GlobalEvent
class Object
trait Matchable
class Any
Show all
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 parameters

available

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

key

The requested tracking key

Attributes

Supertypes
trait Serializable
trait Product
trait Equals
trait AssetEvent
trait GlobalEvent
class Object
trait Matchable
class Any
Show all
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 parameters

asset

AssetType information

key

A tracking key.

makeAvailable

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

Attributes

Supertypes
trait Serializable
trait Product
trait Equals
trait AssetEvent
trait GlobalEvent
class Object
trait Matchable
class Any
Show all
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 parameters

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.

Attributes

Supertypes
trait Serializable
trait Product
trait Equals
trait AssetEvent
trait GlobalEvent
class Object
trait Matchable
class Any
Show all

Inherited types

type MirroredElemLabels <: Tuple

The names of the product elements

The names of the product elements

Attributes

Inherited from:
Mirror
type MirroredLabel <: String

The name of the type

The name of the type

Attributes

Inherited from:
Mirror