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API: Library
Assetify's core functions that enable seamless asset tracking, categorization, and retrieval, empowering users to tailor their integration to meet specific operational needs.
It's already imported by default whenever you import assetify. You need to declare the below globally only once:
loadstring(exports.assetify_library:import())()-
✨ Verifies whether the library is booted.
local bool: state = assetify.isBooted()
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✨ Verifies whether the library's assets are downloaded and loaded.
local bool: state = assetify.isLoaded()
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✨ Verifies whether the library's modules are downloaded and loaded.
local bool: state = assetify.isModuleLoaded()
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✨ Retrieves Assetify's serial.
local ~: serial = assetify.fetchSerial()
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✨ Retrieves Assetify's version.
local ~: version = assetify.fetchVersion()
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✨ Retrieves Assetify's webserver URL.
local ~: webserver = assetify.fetchWebserver()
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✨ Fetches list containing valid assets within specified pack.
local table: packAssets = assetify.fetchAssets( string: assetType )
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✨ Fetches valid asset's datas.
local table: cAsset, table: cData = assetify.getAssetData( string: assetType, string: assetName )
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✨ Fetches loaded asset's dependency.
local ~: cDep = assetify.getAssetDep( string: assetType, string: assetName, string: depType, ~: depIndex, ~: depSubIndex --Optional )
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✨ Updates element's asset.
local bool: result = assetify.setElementAsset( element: element, string: assetType, string: assetName, string: assetClump, --Optional table: clumpMaps --Optional )
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✨ Retrieves element's asset.
local string: assetType, string: assetName, string: assetClump, table: clumpMaps = assetify.getElementAsset( element: element )
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✨ Creates a dummy utilizing specified asset.
local dummy: cDummy = assetify.createDummy( string: assetType, string: assetName, string: assetClump, table: clumpMaps, table: { position = {x = 0, y = 0, z = 0}, --Optional rotation = {x = 0, y = 0, z = 0}, --Optional dimension = 0, --Optional interior = 0 --Optional }, bool: isScoped )
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✨ Fetches valid asset's load state.
local bool: state = assetify.isAssetLoaded( string: assetType, string: assetName )
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✨ Fetches loaded asset's model ID.
local int: modelID = assetify.getAssetID( string: assetType, string: assetName, string: assetClump )
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✨ Loads a valid unloaded asset.
local bool: result = assetify.loadAsset( string: assetType, string: assetName )
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✨ Unloads a valid loaded asset.
local bool: result = assetify.unloadAsset( string: assetType, string: assetName )
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✨ Loads modules of a valid asset.
local bool: result = assetify.loadModule( string: assetName, table: moduleTypes )
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✨ Creates a valid Assetify shader.
local shader: cShader = assetify.createShader( element: element, --Optional string: category, string: name, string: textureName, --Optional: Used only when isStandalone is not enabled table: textures, table: inputs, table: rwCache, table: maps, --Optional int: priority, --Optional float: distance, --Optional bool: standalone, --Optional: Enabling this prevents shader from being applied on world elements bool: overlay --Optional: Enabling this applies shader in overlay mode )