Asset Class |
The Asset type exposes the following members.
Name | Description | |
---|---|---|
![]() | AssetType | The type of RenderingAsset |
![]() | IsReadOnly |
Identifies if the object is read-only or modifiable.
If true, the object may not be modified. If false, the object's contents may be modified.
(Inherited from AssetProperty) |
![]() | IsValidObject |
Specifies whether the .NET object represents a valid Revit entity.
(Inherited from AssetProperty) |
![]() | Item | (Inherited from AssetProperties) |
![]() | LibraryName | Library name |
![]() | Name | Get the name of the AssetProperty (Inherited from AssetProperty) |
![]() | NumberOfConnectedProperties |
The number of currently connected properties.
(Inherited from AssetProperty) |
![]() | Size |
The number of the AssetProperty(s) in the object.
(Inherited from AssetProperties) |
![]() | Title | Asset title |
![]() | Type | Returns the type of the AssetProperty (Inherited from AssetProperty) |
Name | Description | |
---|---|---|
![]() | AddConnectedAsset |
Adds a new connected asset attached to this asset property, if it allows it.
(Inherited from AssetProperty) |
![]() ![]() | AddCopyAsConnectedAsset |
Makes a copy of the asset and connects it to this property.
(Inherited from AssetProperty) |
![]() | Dispose | (Inherited from AssetProperty) |
![]() | Equals | Determines whether the specified object is equal to the current object. (Inherited from Object) |
![]() | FindByName |
Gets the property with the given name.
(Inherited from AssetProperties) |
![]() | Get |
Gets the property at the given index.
(Inherited from AssetProperties) |
![]() | GetAllConnectedProperties |
Gets the list of the connected properties.
Connected properties are the detachable properties of an AssetProperty.
e.g. diffuse property can have texture as its connected property. It can also detach texture on runtime.
(Inherited from AssetProperty) |
![]() | GetConnectedProperty |
Gets one connected property with specified index.
(Inherited from AssetProperty) |
![]() | GetHashCode | Serves as the default hash function. (Inherited from Object) |
![]() ![]() | GetSingleConnectedAsset |
Gets the single connected asset attached to this asset property, if it exists.
(Inherited from AssetProperty) |
![]() | GetType | Gets the Type of the current instance. (Inherited from Object) |
![]() | IsEditable |
Check if property can be edited.
(Inherited from AssetProperty) |
![]() | IsValidIndex |
Returns true if the provided index is valid.
(Inherited from AssetProperties) |
![]() | IsValidSchemaIdentifier |
Check that schema name is valid
(Inherited from AssetProperty) |
![]() | RemoveConnectedAsset |
Removes the connected asset attached to this asset property if any.
(Inherited from AssetProperty) |
![]() | ToString | Returns a string that represents the current object. (Inherited from Object) |
public void ReadAsset(Asset asset) { // Get the asset name, type and library name. AssetType type = asset.AssetType; string name = asset.Name; string libraryName = asset.LibraryName; // travel the asset properties in the asset. for (int idx = 0; idx < asset.Size; idx++) { AssetProperty prop = asset.Get(idx); ReadAssetProperty(prop); } } public void ReadAssetProperty(AssetProperty prop) { switch (prop.Type) { // Retrieve the value from simple type property is easy. // for example, retrieve bool property value. case AssetPropertyType.Boolean: AssetPropertyBoolean boolProp = prop as AssetPropertyBoolean; bool propValue = boolProp.Value; break; // When you retrieve the value from the data array property, // you may need to get which value the property stands for. // for example, the APT_Double44 may be a transform data. case AssetPropertyType.Double44: AssetPropertyDoubleArray4d transformProp = prop as AssetPropertyDoubleArray4d; IList<double> tranformValue = transformProp.GetValueAsDoubles(); break; // The APT_List contains a list of sub asset properties with same type. case AssetPropertyType.List: AssetPropertyList propList = prop as AssetPropertyList; IList<AssetProperty> subProps = propList.GetValue(); if (subProps.Count == 0) break; switch (subProps[0].Type) { case AssetPropertyType.Integer: foreach (AssetProperty subProp in subProps) { AssetPropertyInteger intProp = subProp as AssetPropertyInteger; int intValue = intProp.Value; } break; } break; case AssetPropertyType.Asset: Asset propAsset = prop as Asset; ReadAsset(propAsset); break; default: break; } // Get the connected properties. // please notice that the information of many texture stores here. if (prop.NumberOfConnectedProperties == 0) return; foreach (AssetProperty connectedProp in prop.GetAllConnectedProperties()) { // Note: Usually, the connected property is an Asset. ReadAssetProperty(connectedProp); } }