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API: Library

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

• 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 element: dummy = assetify.createDummy(
  string: assetType,
  string: assetName,
  string: assetClump,
  table: clumpMaps,
  table: dummyData,
  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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