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Twoorb.PrefabSystem.Editor.RemoteFolderElement Class Reference

A single folder element representing the More...

Public Member Functions

 RemoteFolderElement ()
 Creates a new folder element More...
 
void Initialize (string folderName, int prefabGroup, int maxNumberOfPrefabs)
 Initializes the folder element More...
 
void ChangeFolderGroup (int newFolderGroup)
 Changes the folder group id of this element More...
 
bool CheckForRemovedObjects ()
 Checks for removed objects and flags it to shouldrebuild if that's the case More...
 
bool InsertObjectForBuild (GameObject prefab, DateTime lastChange)
 Inserts into the folder element. Assumes that the necessary checks already been made. Returns if the prefab made the collection to change More...
 

Public Attributes

string m_folderName = null
 The name of the folder More...
 
int m_folderVersion = -1
 The current version of the folder. This will be used in downloading the correct asset bundle when built More...
 
int m_maxPrefabCount = 4
 The desired max count of the prefabs available in this folder More...
 
int m_prefabGroup = -1
 The group id of the prefabs in this folder More...
 
List< InsertedFolderPrefabm_currentPrefabs = new List<InsertedFolderPrefab>()
 The list of the prefab names in this folder More...
 
bool m_hasSharedDependencies = false
 Indicates whether or not the folder shares any dependencies with other bundles More...
 
bool m_shouldRebuild = false
 Indicates if this folder should rebuild when building asset bundle. More...
 
string m_lastChanged = DateTime.MinValue.ToString()
 The time when this folder last changed. Used to compare with the change times of the prefabs to decide a rebuild More...
 

Properties

string FolderName [get]
 The name of the folder More...
 
int FolderVersion [get]
 The current version of the folder. This will be used in downloading the correct asset bundle when built More...
 
List< InsertedFolderPrefabCurrentPrefabs [get]
 The list of the prefab names in this folder More...
 
int PrefabGroup [get]
 The group id of the prefabs in this folder More...
 
bool IsDormant [get]
 Checks if this folder currently contains any prefabs at all More...
 
bool IsFull [get]
 Returns whether or not this folder reached its maxPrefabCount value More...
 
bool HasSharedDependencies [get]
 Indicates whether or not the folder shares any dependencies with other bundles More...
 
bool ShouldRebuild [get, set]
 Gets or sets if this folder should rebuild when building asset bundle. More...
 

Detailed Description

A single folder element representing the

Constructor & Destructor Documentation

Twoorb.PrefabSystem.Editor.RemoteFolderElement.RemoteFolderElement ( )

Creates a new folder element

Member Function Documentation

void Twoorb.PrefabSystem.Editor.RemoteFolderElement.ChangeFolderGroup ( int  newFolderGroup)

Changes the folder group id of this element

Parameters
newFolderGroupThe new group ID
bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.CheckForRemovedObjects ( )

Checks for removed objects and flags it to shouldrebuild if that's the case

void Twoorb.PrefabSystem.Editor.RemoteFolderElement.Initialize ( string  folderName,
int  prefabGroup,
int  maxNumberOfPrefabs 
)

Initializes the folder element

Parameters
folderNameThe name of the folder
prefabGroupThe current group ID of the folder
maxNumberOfPrefabsThe desired maximum prefab count of this folder.
bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.InsertObjectForBuild ( GameObject  prefab,
DateTime  lastChange 
)

Inserts into the folder element. Assumes that the necessary checks already been made. Returns if the prefab made the collection to change

Member Data Documentation

List<InsertedFolderPrefab> Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_currentPrefabs = new List<InsertedFolderPrefab>()

The list of the prefab names in this folder

string Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_folderName = null

The name of the folder

int Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_folderVersion = -1

The current version of the folder. This will be used in downloading the correct asset bundle when built

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_hasSharedDependencies = false

Indicates whether or not the folder shares any dependencies with other bundles

string Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_lastChanged = DateTime.MinValue.ToString()

The time when this folder last changed. Used to compare with the change times of the prefabs to decide a rebuild

int Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_maxPrefabCount = 4

The desired max count of the prefabs available in this folder

int Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_prefabGroup = -1

The group id of the prefabs in this folder

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.m_shouldRebuild = false

Indicates if this folder should rebuild when building asset bundle.

Property Documentation

List<InsertedFolderPrefab> Twoorb.PrefabSystem.Editor.RemoteFolderElement.CurrentPrefabs
get

The list of the prefab names in this folder

string Twoorb.PrefabSystem.Editor.RemoteFolderElement.FolderName
get

The name of the folder

int Twoorb.PrefabSystem.Editor.RemoteFolderElement.FolderVersion
get

The current version of the folder. This will be used in downloading the correct asset bundle when built

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.HasSharedDependencies
get

Indicates whether or not the folder shares any dependencies with other bundles

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.IsDormant
get

Checks if this folder currently contains any prefabs at all

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.IsFull
get

Returns whether or not this folder reached its maxPrefabCount value

int Twoorb.PrefabSystem.Editor.RemoteFolderElement.PrefabGroup
get

The group id of the prefabs in this folder

bool Twoorb.PrefabSystem.Editor.RemoteFolderElement.ShouldRebuild
getset

Gets or sets if this folder should rebuild when building asset bundle.


The documentation for this class was generated from the following file: