AssetReferences class abstract final

Which files mention an asset, and rewriting them when it moves.

Project files refer to assets by path:

  • scenes, atlases, animator graphs and the editor's other JSON files (.json, and .jsprite sprite projects) as whole quoted strings — "assets/sprites/hero.png";
  • the game's Dart code under lib/ as string literals — 'assets/audio/jump.wav';
  • pubspec.yaml in its flutter: section's lists — - assets/sprites/;
  • Tiled maps, tilesets and templates (.tmx, .tsx, .tx) in their source and template attributes, relative to the file itself — source="../tilesets/grassland.png".

So "who uses this?" is a text search — exact: a file's path is matched as a whole string, not a fragment. A folder matches every path under it.

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

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Methods

find(AssetIndex index, String path) → Future<List<String>>
The files that mention path: for a file, its whole path; for a folder, any path under it — the folder's own files included, which name each other by path too.
rewrite(AssetIndex index, String from, String to) → Future<List<String>>
Points every mention of from at to, once from has been renamed to on disk: a file's path, or a folder's and so every path under it. Returns the files changed.

Constants

backupFolder → const String
Where rewrite keeps each file as it was before it changed it, in a folder per rewrite, under the project: never under assets/, which ships with the game.
backupsKept → const int
How many rewrites' backups are kept; older ones are deleted.
codeFolder → const String
Where the game's code is, under the project: what is read for paths in string literals.
jsonEndings → const List<String>
The endings of the files under the index read as JSON.
pubspec → const String
The project's pubspec, which lists what the game ships.
tiledEndings → const List<String>
The endings of the Tiled files read for their relative paths.