assets module
Asset definitions by reference: a project path, file#entry for one entry, #id for a scene block, or id://<id> from assets/index.toml. A script gets the…
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Asset definitions by reference: a project path, file#entry for one entry, #id for a scene block, or id://<id> from assets/index.toml. A script gets the definition table.
11 functions, 0 constants. Scripts reach it as assets::.
Functions
Argument kinds are the script values a call passes: node is a node handle, any a table or value of any kind, fn a callback.
| function | acts on | what it does |
|---|---|---|
assign_id(path: string) -> string |
— | The id a file has, giving it one if it has none: a digest of the path and content, written to assets/index.toml and, for an asset document, as its top-level id. Reference it as id://<id> afterwards. |
directory(type_name: string) |
— | The project-relative directory files of an asset type belong in; empty when the type is unknown or declared none. |
duplicate(reference: string) |
— | A private copy of a definition, read past the cache, so editing it disturbs no other holder of that reference. |
exists(reference: string) |
— | Whether a reference resolves to a definition that is really there; false rather than an error when it does not. |
id(path: string) -> string? |
— | The id assets/index.toml gives a file, or nil when it has none. |
invalidate() |
— | Declare everything derived from project files stale (a shader a material links, say) so it is rebuilt from disk; for a file the watcher does not cover. |
load(reference: string) |
— | The definition table behind a reference, from the cache; an error when the reference resolves to nothing. |
path(reference: string) -> string |
— | The path an id:// reference resolves to in the running project; a path comes back as itself, and an unknown id is an error naming the index. |
reload(reference: string) |
— | Forget a reference so the next load re-reads its file, along with every entry cut from that same file. |
rename(from: string, to: string) -> [string] |
— | Move a file or directory and rewrite every reference to it in the project's .toml files, comments kept; answers the files rewritten. Paths as fs.* takes them, so an editor refactors the game it has open by absolute path. Script sources are not rewritten: a path in a .rn is the script's own value, and id:// is the reference that survives a move. |
save(reference: string, definition: any) |
— | Write a definition table to the project-relative file a reference names; an error unless it names a whole file. |