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API: Library

ᴏᴠ ━ ᴀɴɪꜱᴀ edited this page Mar 4, 2025 · 26 revisions

» Overview

todo.

» Importing

It's already imported by default whenever you import assetify. You need to declare the below globally only once:

loadstring(exports.assetify_library:import())()

» APIs

- assetify.isBooted - shared

  ✨*Verifies whether the library is booted.*
  ```lua
  local bool: state = assetify.isBooted ()
  ```

- assetify.isLoaded - shared

  ✨*Verifies whether the library's assets are downloaded and loaded.*
  ```lua
  local bool: state = assetify.isLoaded()
  ```

- assetify.isModuleLoaded - shared

  ✨*Verifies whether the library's modules are downloaded and loaded.*
  ```lua
  local bool: state = assetify.isModuleLoaded()
  ```

- assetify.fetchSerial- shared

  ✨*Retrieves Assetify's serial.*
  ```lua
  local ~: serial = assetify.fetchSerial()
  ```

- assetify.fetchVersion - shared

  ✨*Retrieves Assetify's version.*
  ```lua
  local ~: version = assetify.fetchVersion()
  ```

- assetify.fetchWebserver - shared

  ✨*Retrieves Assetify's webserver URL.*
  ```lua
  local ~: webserver = assetify.fetchWebserver()
  ```

- assetify.fetchAssets - shared

  ✨*Fetches list containing valid assets within specified pack.*
  ```lua
  local table: packAssets = assetify.fetchAssets(
  string: assetType
  )
  ```

- assetify.getAssetData - shared

  ✨*Fetches valid asset's datas.*
  ```lua
  local table: cAsset, table: cData = assetify.getAssetData(
  string: assetType,
  string: assetName
  )
  ```

- assetify.getAssetDep - shared

  ✨*Fetches loaded asset's dependency.*
  ```lua
  local ~: cDep = assetify.getAssetDep(
  string: assetType,
  string: assetName,
  string: depType,
  ~: depIndex,
  ~: depSubIndex --Optional
  )
  ```

- assetify.setElementAsset - shared

  ✨*Updates element's asset.*
  ```lua
  local bool: result = assetify.setElementAsset(
  element: element,
  string: assetType,
  string: assetName,
  string: assetClump, --Optional
  table: clumpMaps --Optional
  )
  ```

- assetify.getElementAsset - shared

  ✨*Retrieves element's asset.*
  ```lua
  local string: assetType, string: assetName, string: assetClump, table: clumpMaps = assetify.getElementAsset(
  element: element
  )
  ```

- assetify.createDummy - shared

  ✨*Creates a dummy utilizing specified asset.*
  ```lua
  local dummy: cDummy = assetify.createDummy(
  string: assetType,
  string: assetName,
  string: assetClump,
  table: clumpMaps,
  table: {
     position = {x = 0, y = 0, z = 0}, --Optional
     rotation = {x = 0, y = 0, z = 0}, --Optional
     dimension = 0, --Optional
     interior = 0 --Optional
  },
  bool: isScoped
  )
  ```

- assetify.getDownloadProgress - client

  ✨*Retrieves library/asset's download progress.*
  ```lua
  --Syntax 1: Retrieves overall library's overall progress
  local float: cDownloaded, float: cBandwidth, float: cProgress, float: cETA = assetify.getDownloadProgress()

  --Syntax 2: Retrieves specifically an asset's progress
  local float: cDownloaded, float: cBandwidth, float: cProgress, float: cETA = assetify.getDownloadProgress(
  string: assetType,
  string: assetName
  )
  ```

- assetify.isAssetLoaded - client

  ✨*Fetches valid asset's load state.*
  ```lua
  local bool: state = assetify.isAssetLoaded(
  string: assetType,
  string: assetName
  )
  ```

- assetify.getAssetID - client

  ✨*Fetches loaded asset's model ID.*
  ```lua
  local int: modelID = assetify.getAssetID(
  string: assetType,
  string: assetName,
  string: assetClump
  )
  ```

- assetify.loadAsset - client

  ✨*Loads a valid unloaded asset.*
  ```lua
  local bool: result = assetify.loadAsset(
  string: assetType,
  string: assetName
  )
  ```

- assetify.unloadAsset - client

  ✨*Unloads a valid loaded asset.*
  ```lua
  local bool: result = assetify.unloadAsset(
  string: assetType,
  string: assetName
  )
  ```

- assetify.loadModule - shared

  ✨*Loads modules of a valid asset.*
  ```lua
  local bool: result = assetify.loadModule(
  string: assetName,
  table: moduleTypes
  )
  ```

- assetify.createShader - client

  ✨*Creates a valid Assetify shader.*
  ```lua
  local shader: cShader = assetify.createShader(
  element: element, --Optional
  string: shaderCategory,
  string: shaderName,
  string: textureName, --Optional: Used only when isStandalone is not enabled
  table: shaderTextures,
  table: shaderInputs,
  table: rwCache,
  table: shaderMaps, --Optional
  int: shaderPriority, --Optional
  float: shaderDistance, --Optional
  bool: isStandalone --Optional: Enabling this prevents shader from being applied on world elements
  )
  ```

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