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Class OptionAsset<TUnity>

Option base class with a Unity asset as value.

Inheritance
System.Object
Option
Option<TUnity>
OptionAsset<TUnity>
OptionBuildSettings.OptionScenes
Inherited Members
Option<TUnity>.Value
Option<TUnity>.DefaultValue
Option.Configure()
Option.DEFINE_PREFIX
Option.OPTION_PREFIX
Option.changed
Option.Capabilities
Option.SupportedTargets
Option.IsAvailable(IEnumerable<BuildTarget>)
Option.ShouldIncludeOnlyFeature()
Option.PostprocessOrder
Option.PrepareBuild(BuildPlayerOptions, OptionInclusion)
Option.PreprocessBuild(BuildTarget, String, OptionInclusion)
Option.PostprocessBuild(BuildTarget, String, OptionInclusion)
Option.GetScriptingDefineSymbols(OptionInclusion, HashSet<String>)
Option.Name
Option.Parent
Option.Path
Option.GetPathRecursive(Option)
Option.InvalidatePathRecursive()
Option.ApplyOrder
Option.Apply()
Option.ApplyFromRoot()
Option.Variance
Option.VariantParameter
Option.VariantDefaultParameter
Option.IsDefaultVariant
Option.Variants
Option.AddVariant(String)
Option.GetVariant(String, Boolean)
Option.RemoveVariant(Option)
Option.ClearVariants()
Option.RenumberArrayVariants()
Option.HasChildren
Option.Children
Option.CreateChildren()
Option.GetChild(String)
Option.GetChild<TOption>()
Option.Category
Namespace: sttz.Trimmer.BaseOptions
Assembly: Trimmer.dll
Syntax
public abstract class OptionAsset<TUnity> : Option<TUnity> where TUnity : Object
Type Parameters
Name Description
TUnity
Remarks

OptionAsset uses two different strategies to serialize asset references in the editor and in the player.

In the editor, asset references are saved as GUIDs and loaded using Unity's AssetDatabase API.

To make sure references are included in builds, the references are injected into the first scene during build as part of the ProfileContainer. The Option then uses the GUID at runtime to look up the reference in the container.

Note

The reference will only be injected into the build when the Option is included. If only the Option's associated feature is included, the reference won't be injected and it's up to the subclass to inject the reference as needed.

Properties

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GuidValue

Declaration
public string GuidValue { get; protected set; }
Property Value
Type Description
System.String

Methods

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EditGUI()

Declaration
public override bool EditGUI()
Returns
Type Description
System.Boolean
Overrides
Option.EditGUI()
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Load(String)

Declaration
public override void Load(string input)
Parameters
Type Name Description
System.String input
Overrides
Option.Load(String)
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Parse(String)

Declaration
public override TUnity Parse(string input)
Parameters
Type Name Description
System.String input
Returns
Type Description
TUnity
Overrides
sttz.Trimmer.Option<TUnity>.Parse(System.String)
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PostprocessScene(Scene, OptionInclusion)

Declaration
public override void PostprocessScene(Scene scene, OptionInclusion inclusion)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene
OptionInclusion inclusion
Overrides
Option.PostprocessScene(Scene, OptionInclusion)
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Save()

Declaration
public override string Save()
Returns
Type Description
System.String
Overrides
Option.Save()
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Save(TUnity)

Declaration
public override string Save(TUnity input)
Parameters
Type Name Description
TUnity input
Returns
Type Description
System.String
Overrides
sttz.Trimmer.Option<TUnity>.Save(TUnity)
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