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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.

    local bool: state = assetify.isBooted ()
  • assetify.isLoaded - shared

    ✨Verifies whether the library's assets are downloaded and loaded.

    local bool: state = assetify.isLoaded()
  • assetify.isModuleLoaded - shared

    ✨Verifies whether the library's modules are downloaded and loaded.

    local bool: state = assetify.isModuleLoaded()
  • assetify.fetchSerial- shared

    ✨Retrieves Assetify's serial.

    local ~: serial = assetify.fetchSerial()
  • assetify.fetchVersion - shared

    ✨Retrieves Assetify's version.

    local ~: version = assetify.fetchVersion()
  • assetify.fetchWebserver - shared

    ✨Retrieves Assetify's webserver URL.

    local ~: webserver = assetify.fetchWebserver()
  • assetify.fetchAssets - shared

    ✨Fetches list containing valid assets within specified pack.

    local table: packAssets = assetify.fetchAssets(
    string: assetType
    )
  • assetify.getAssetData - shared

    ✨Fetches valid asset's datas.

    local table: cAsset, table: cData = assetify.getAssetData(
    string: assetType,
    string: assetName
    )
  • assetify.getAssetDep - shared

    ✨Fetches loaded asset's dependency.

    local ~: cDep = assetify.getAssetDep(
    string: assetType,
    string: assetName,
    string: depType,
    ~: depIndex,
    ~: depSubIndex --Optional
    )
  • assetify.setElementAsset - shared

    ✨Updates element's asset.

    local bool: result = assetify.setElementAsset(
    element: element,
    string: assetType,
    string: assetName,
    string: assetClump, --Optional
    table: clumpMaps --Optional
    )
  • assetify.getElementAsset - shared

    ✨Retrieves element's asset.

    local string: assetType, string: assetName, string: assetClump, table: clumpMaps = assetify.getElementAsset(
    element: element
    )
  • assetify.createDummy - shared

    ✨Creates a dummy utilizing specified asset.

    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.

    --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.

    local bool: state = assetify.isAssetLoaded(
    string: assetType,
    string: assetName
    )
  • assetify.getAssetID - client

    ✨Fetches loaded asset's model ID.

    local int: modelID = assetify.getAssetID(
    string: assetType,
    string: assetName,
    string: assetClump
    )
  • assetify.loadAsset - client

    ✨Loads a valid unloaded asset.

    local bool: result = assetify.loadAsset(
    string: assetType,
    string: assetName
    )
  • assetify.unloadAsset - client

    ✨Unloads a valid loaded asset.

    local bool: result = assetify.unloadAsset(
    string: assetType,
    string: assetName
    )
  • assetify.loadModule - shared

    ✨Loads modules of a valid asset.

    local bool: result = assetify.loadModule(
    string: assetName,
    table: moduleTypes
    )
  • assetify.createShader - client

    ✨Creates a valid Assetify shader.

    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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