SceneRegistry class final Assets and loading
Resolves DataAssets-backed .fsceneb files by source path, the .fscene
counterpart of ModelRegistry.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
loadScene(
String sourcePath, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry, SceneReloadCallback? onReload, Scene? applyStageTo}) → Future< Assets and loadingNode> -
Loads the scene whose source is
sourcePathas a Node. -
loadSubtree(
Node node, {String? package, AssetBundle? bundle, FsceneComponentRegistry? registry}) → Future< void> -
Streams a lazy placeholder
node's prefab content under it, resolving the referenced prefab (and its eager references) by source path against this registry. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
resolveKey(
String sourcePath, {String? package}) → String -
Resolves
sourcePath(relative to the owning package's root, with or without the.glb/.fscenebextension) to exactly one scene asset key. -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
isSceneAssetKey(
String assetKey) → bool -
Returns true when
assetKeyis a generated.fscenebDataAsset. -
load(
{AssetBundle? bundle, Iterable< String> ? assetKeys}) → Future<SceneRegistry> -
Loads the registry by scanning the asset manifest for
.fscenebDataAssets.