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API: Library
todo.
It's already imported by default whenever you import assetify. You need to declare the below globally only once:
loadstring(exports.assetify_library:import())()-
✨Verifies whether the library is booted.
local bool: state = assetify.isBooted ()
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✨Verifies whether the library's assets are downloaded and loaded.
local bool: state = assetify.isLoaded()
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✨Verifies whether the library's modules are downloaded and loaded.
local bool: state = assetify.isModuleLoaded()
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✨Retrieves Assetify's serial.
local ~: serial = assetify.fetchSerial()
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✨Retrieves Assetify's version.
local ~: version = assetify.fetchVersion()
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✨Retrieves Assetify's webserver URL.
local ~: webserver = assetify.fetchWebserver()
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✨Fetches list containing valid assets within specified pack.
local table: packAssets = assetify.fetchAssets( string: assetType )
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✨Fetches valid asset's datas.
local table: cAsset, table: cData = assetify.getAssetData( string: assetType, string: assetName )
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✨Fetches loaded asset's dependency.
local ~: cDep = assetify.getAssetDep( string: assetType, string: assetName, string: depType, ~: depIndex, ~: depSubIndex --Optional )
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✨Updates element's asset.
local bool: result = assetify.setElementAsset( element: element, string: assetType, string: assetName, string: assetClump, --Optional table: clumpMaps --Optional )
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✨Retrieves element's asset.
local string: assetType, string: assetName, string: assetClump, table: clumpMaps = assetify.getElementAsset( element: element )
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✨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 )
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✨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 )
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✨Fetches valid asset's load state.
local bool: state = assetify.isAssetLoaded( string: assetType, string: assetName )
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✨Fetches loaded asset's model ID.
local int: modelID = assetify.getAssetID( string: assetType, string: assetName, string: assetClump )
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✨Loads a valid unloaded asset.
local bool: result = assetify.loadAsset( string: assetType, string: assetName )
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✨Unloads a valid loaded asset.
local bool: result = assetify.unloadAsset( string: assetType, string: assetName )
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✨Loads modules of a valid asset.
local bool: result = assetify.loadModule( string: assetName, table: moduleTypes )
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✨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 )