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<Node> Assets and loading
Loads the scene whose source is sourcePath as 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/.fsceneb extension) to exactly one scene asset key.
resolveRefKey(String hostSourcePath, String refKey, String? package) String
Resolves a prefab refKey referenced by the scene at hostSourcePath to a scene asset key. Prefab references are relative to the referencing document (how the editor authors them), so this tries the reference joined onto the host scene's directory first, then the reference as a package-root-relative path (also accepted), throwing only when neither resolves.
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 assetKey is a generated .fsceneb DataAsset.
load({AssetBundle? bundle, Iterable<String>? assetKeys}) Future<SceneRegistry>
Loads the registry by scanning the asset manifest for .fsceneb DataAssets.