Unity_1lab/1 laba/Temp/Bin/Debug/Assembly-CSharp/UnityEngine.ContentLoadModule.xml

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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ContentLoadModule</name>
</assembly>
<member name="T:Unity.Loading.ContentFile">
<summary>
<para>This struct acts like a handle for accessing a file loaded by Unity.Loading.ContentLoadInterface.LoadContentFileAsync. You can use it to access the status and results of the load operation.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentFile.GetObject(System.UInt64)">
<summary>
<para>Used to access objects within the Unity.Loading.ContentFile by local file identifier.</para>
</summary>
<param name="lfid">The local file identifier.</param>
<param name="localIdentifierInFile"></param>
<returns>
<para>The loaded Object from the Unity.Loading.ContentFile.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentFile.GetObjects">
<summary>
<para>This function can be used to access all the Objects loaded in the Unity.Loading.ContentFile.</para>
</summary>
<returns>
<para>All the Objects within the Unity.Loading.ContentFile.</para>
</returns>
</member>
<member name="P:Unity.Loading.ContentFile.GlobalTableDependency">
<summary>
<para>This ContentFile can be passed as a dependency to Unity.Loading.ContentLoadInterface.LoadContentFileAsync or Unity.Loading.ContentLoadInterface.LoadSceneAsync to indicate that the external file dependencies should be resolved through the global PersistentManager table. For example, this could be used when the ContentFile references a file loaded through the PersistentManager such as "unity default resources".</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentFile.IsValid">
<summary>
<para>Returns true if the Unity.Loading.ContentFile handle is valid.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentFile.LoadingStatus">
<summary>
<para>The loading status of the Unity.Loading.ContentFile.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentFile.UnloadAsync">
<summary>
<para>Begin an asynchronous unload of the Unity.Loading.ContentFile.</para>
</summary>
<returns>
<para>A handle that can be used to track the status of the unload operation.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentFile.WaitForCompletion(System.Int32)">
<summary>
<para>Blocks on the main thread until the load operation completes. This function can be slow and so should be used carefully to avoid frame rate stuttering.</para>
</summary>
<param name="timeoutMs">The maximum time in milliseconds this function will wait before returning. Pass 0 to block indefinitely until completion.</param>
<returns>
<para>Returns false if the timeout was reached before ContentFile completed loading.</para>
</returns>
</member>
<member name="T:Unity.Loading.ContentFileUnloadHandle">
<summary>
<para>A handle that can be used to track the progress of an unload operation. This is returned from Unity.Loading.ContentFile.UnloadAsync.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentFileUnloadHandle.IsCompleted">
<summary>
<para>Returns true if the unload operation has completed.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentFileUnloadHandle.WaitForCompletion(System.Int32)">
<summary>
<para>Blocks on the main thread until the unload operation completes. This function can be slow and so should be used carefully to avoid frame rate stuttering.</para>
</summary>
<param name="timeoutMs">The maximum time in milliseconds this function will wait before returning. Pass 0 to block indefinitely until completion.</param>
<returns>
<para>Returns false if the timeout was reached before ContentFile completed loading.</para>
</returns>
</member>
<member name="T:Unity.Loading.ContentLoadInterface">
<summary>
<para>API Interface for loading and unloading Content files.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.GetContentFiles(Unity.Content.ContentNamespace)">
<summary>
<para>Returns all the Unity.Loading.ContentFile handles associated with the provided Unity.Content.ContentNamespace.</para>
</summary>
<param name="nameSpace">The ContentNamespace used to filter the results.</param>
<returns>
<para>Returns an array of all the Unity.Loading.ContentFiles belonging to the Unity.Content.ContentNamespace.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.GetIntegrationTimeMS">
<summary>
<para>Gets the target duration allowed per frame to integrate loading or unloading objects, in milliseconds.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.GetSceneFiles(Unity.Content.ContentNamespace)">
<summary>
<para>An array of all the Unity.Loading.ContentSceneFiles associated with the Unity.Content.ContentNamespace.</para>
</summary>
<param name="nameSpace">The Unity.Content.ContentNamespace used to filter the results.</param>
<returns>
<para>Returns an array of all the Unity.Loading.ContentSceneFiles belonging to the Unity.Content.ContentNamespace.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.LoadContentFileAsync(Unity.Content.ContentNamespace,System.String,Unity.Collections.NativeArray`1&lt;Unity.Loading.ContentFile&gt;,Unity.Jobs.JobHandle)">
<summary>
<para>Loads a serialized file asynchronously from disk.</para>
</summary>
<param name="nameSpace">The Unity.Content.ContentNamespace used to filter the results.</param>
<param name="filename">Path of the file on disk.</param>
<param name="dependencies">List of the Unity.Loading.ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process.
Unity.Loading.ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources".</param>
<param name="dependentFence">The load will not begin until this Unity.Jobs.JobHandle completes. A default Unity.Jobs.JobHandle can be used if there is no dependency.</param>
<returns>
<para>Handle to access the results of the load process.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.LoadSceneAsync(Unity.Content.ContentNamespace,System.String,System.String,Unity.Loading.ContentSceneParameters,Unity.Collections.NativeArray`1&lt;Unity.Loading.ContentFile&gt;,Unity.Jobs.JobHandle)">
<summary>
<para>Loads a scene serialized file asynchronously from disk.</para>
</summary>
<param name="dependencies">List of the ContentFiles that will be referenced by the file being loaded. The ordering must match the ordering returned from the build process.
Unity.Loading.ContentFile.GlobalTableDependency can be used to indicate that the PersistentManager should be used to resolve references. This allows references to files such as "unity default resources".</param>
<param name="nameSpace">The ContentNamespace used to filter the results.</param>
<param name="filename">Path of the file on disk.</param>
<param name="sceneName">The name that will be applied to the scene.</param>
<param name="sceneParams">Struct that collects the various parameters into a single place.</param>
<param name="dependentFence">The load will not begin until this JobHandle completes.</param>
<returns>
<para>Handle to access the results of the load process.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentLoadInterface.SetIntegrationTimeMS(System.Single)">
<summary>
<para>Sets the target duration allowed per frame to integrate loading or unloading objects, in milliseconds.</para>
</summary>
<param name="integrationTimeMS"></param>
</member>
<member name="T:Unity.Loading.ContentSceneFile">
<summary>
<para>The handle returned from Unity.Loading.ContentLoadInterface.LoadSceneAsync. You can use this handle to access the status and results of the load operation.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentSceneFile.IntegrateAtEndOfFrame">
<summary>
<para>Calling this will cause the scene to integrate at the end of the frame.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneFile.IsValid">
<summary>
<para>Returns true if the Unity.Loading.ContentSceneFile handle is valid. A handle becomes invalid after the file is unloaded.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneFile.Scene">
<summary>
<para>The Scene object being loaded. This is accessible both before and after the load operation completes.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneFile.Status">
<summary>
<para>The loading status of the scene.</para>
</summary>
</member>
<member name="M:Unity.Loading.ContentSceneFile.UnloadAtEndOfFrame">
<summary>
<para>Will trigger the scene to unload at the end of the frame.</para>
</summary>
<returns>
<para>True if successful. False if the scene is not in a state that can be unloaded.</para>
</returns>
</member>
<member name="M:Unity.Loading.ContentSceneFile.WaitForLoadCompletion(System.Int32)">
<summary>
<para>Blocks on the main thread until the load operation completes. This function can be slow and so should be used carefully to avoid frame rate stuttering.</para>
</summary>
<param name="timeoutMs">The maximum time in milliseconds this function will wait before returning. Pass 0 to block indefinitely until completion.</param>
<returns>
<para>Returns false if the timeout was reached before ContentFile completed loading.</para>
</returns>
</member>
<member name="T:Unity.Loading.ContentSceneParameters">
<summary>
<para>This struct collects all the Unity.Loading.ContentLoadInterface.LoadSceneAsync parameters in to a single place.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneParameters.autoIntegrate">
<summary>
<para>True if the scene should be automatically integrated after the load completes. If this is set to false, the user must call Unity.Loading.ContentSceneFile.IntegrateAtEndOfFrame when they are ready to integrate.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneParameters.loadSceneMode">
<summary>
<para>See LoadSceneMode.</para>
</summary>
</member>
<member name="P:Unity.Loading.ContentSceneParameters.localPhysicsMode">
<summary>
<para>See LocalPhysicsMode.</para>
</summary>
</member>
<member name="T:Unity.Loading.LoadingStatus">
<summary>
<para>The loading status of a Unity.Loading.ContentFile.</para>
</summary>
</member>
<member name="F:Unity.Loading.LoadingStatus.Completed">
<summary>
<para>The Unity.Loading.ContentFile has loaded successfully.</para>
</summary>
</member>
<member name="F:Unity.Loading.LoadingStatus.Failed">
<summary>
<para>The Unity.Loading.ContentFile failed to load. Be sure to still call Unity.Loading.ContentFile.UnloadAsync to free internal resources.</para>
</summary>
</member>
<member name="F:Unity.Loading.LoadingStatus.InProgress">
<summary>
<para>The Unity.Loading.ContentFile is actively loading.</para>
</summary>
</member>
<member name="T:Unity.Loading.SceneLoadingStatus">
<summary>
<para>The loading status of a Unity.Loading.ContentSceneFile. This is accessed by ContentSceneFile.Status.</para>
</summary>
</member>
<member name="F:Unity.Loading.SceneLoadingStatus.Complete">
<summary>
<para>The scene has been loaded and integrated successfully.</para>
</summary>
</member>
<member name="F:Unity.Loading.SceneLoadingStatus.Failed">
<summary>
<para>A failure occured in the scene loading process. See log for details.
Be sure to still call Unity.Loading.ContentSceneFile.UnloadAtEndOfFrame to release internal resources.</para>
</summary>
</member>
<member name="F:Unity.Loading.SceneLoadingStatus.InProgress">
<summary>
<para>The scene load is in progress.</para>
</summary>
</member>
<member name="F:Unity.Loading.SceneLoadingStatus.WaitingForIntegrate">
<summary>
<para>The asynchronous part of the scene loading is complete. You can now safely call Unity.Loading.ContentSceneFile.IntegrateAtEndOfFrame when you are ready to activate the scene.</para>
</summary>
</member>
<member name="F:Unity.Loading.SceneLoadingStatus.WillIntegrateNextFrame">
<summary>
<para>The scene will integrate at the end of the current frame.</para>
</summary>
</member>
<member name="A:UnityEngine.ContentLoadModule">
<summary>
<para>The ContentLoad module implements the ContentLoadInterface class and related APIs to load data from ContentFiles.</para>
</summary>
</member>
</members>
</doc>