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    Class LoadAssetTask

    Asset loading task object.

    Inheritance
    Object
    Task
    ContentLoadTask
    LoadAssetTask
    Inherited Members
    Task::_cancelFlag
    Task::_continueWith
    Task::_state
    Task::Cancel()
    Task::CancelAll(Array<T* , AllocationType>& tasks)
    Task::ContinueWith(Task* task)
    Task::ContinueWith(const Action& action, Object* target=nullptr)
    Task::ContinueWith(const Function<void()>& action, Object* target=nullptr)
    Task::ContinueWith(const Function<bool()>& action, Object* target=nullptr)
    ContentLoadTask::DECLARE_ENUM_5(Result, Ok, AssetLoadError, MissingReferences, LoadDataError, TaskFailed)
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ContentLoadTask::Enqueue()
    Task::Execute()
    Object::Flags
    Task::GetContinueWithTask()
    Task::GetState()
    Task::IsCanceled()
    Task::IsCancelRequested()
    Task::IsEnded()
    Task::IsFailed()
    Task::IsFinished()
    Task::IsQueued()
    Task::IsRunning()
    NonCopyable::NonCopyable()
    NonCopyable::NonCopyable(const NonCopyable& )
    Task::OnCancel()
    Object::OnDeleteObject()
    Task::OnFinish()
    Task::OnStart()
    NonCopyable::operator=(const NonCopyable& )
    ContentLoadTask::Run()
    Task::SetState(TaskState state)
    Task::Start()
    Task::StartNew(Task* task)
    Task::StartNew(const Function<void()>& action, Object* target=nullptr)
    Task::StartNew(Function<void()>::Signature action, Object* target=nullptr)
    Task::StartNew(T* callee)
    Task::StartNew(const Function<bool()>& action, Object* target=nullptr)
    Task::StartNew(Function<bool()>::Signature& action, Object* target=nullptr)
    ContentLoadTask::ToString()
    Task::Wait(const TimeSpan& timeout)
    Task::Wait(double timeoutMilliseconds=-1)
    Task::WaitAll(const Span<Task* >& tasks, double timeoutMilliseconds=-1)
    Task::WaitAll(const Array<T* , AllocationType>& tasks, double timeoutMilliseconds=-1)
    Object::~Object()
    Assembly: FlaxEngine.dll
    File: Engine/Content/Loading/Tasks/LoadAssetTask.h
    Syntax
    public class LoadAssetTask : public ContentLoadTask

    Constructors

    ~LoadAssetTask()

    Declaration
    public ~LoadAssetTask()

    LoadAssetTask(Asset* asset)

    Initializes a new instance of the LoadAssetTask class.

    Declaration
    public LoadAssetTask(Asset* asset)
    Parameters
    Asset asset

    The asset to load.

    Fields

    Asset

    Declaration
    public WeakAssetReference<Asset> Asset
    Field Value
    WeakAssetReference<Asset>

    Methods

    HasReference(Object* obj)

    Determines whether the specified object has reference to the given object.

    Declaration
    public virtual bool HasReference(Object* obj) const override
    Parameters
    Object obj

    The object.

    Returns
    bool

    True if the specified object has reference to the given object, otherwise false.

    Overrides
    Task::HasReference(Object* obj)

    OnEnd()

    Declaration
    protected virtual void OnEnd() override
    Overrides
    Task::OnEnd()

    OnFail()

    Declaration
    protected virtual void OnFail() override
    Overrides
    Task::OnFail()

    run()

    Declaration
    protected virtual Result run() override
    Returns
    Result

    Overrides
    ContentLoadTask::run()
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