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Cacheable Class

Used to make it easier to cache off values in different classes in a standardized way.
Inheritance Hierarchy
SystemObject
  Object
    Component
      Behaviour
        MonoBehaviour
          DustProductions.CoreCacheable
            DustProductions.CoreCacheableValueSetter

Namespace:  DustProductions.Core
Assembly:  DustProductions.Core (in DustProductions.Core.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public abstract class Cacheable : MonoBehaviour

The Cacheable type exposes the following members.

Constructors
  NameDescription
Protected methodCacheable
Initializes a new instance of the Cacheable class
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Methods
  NameDescription
Protected methodAwake
The Awake method Unity calls
Protected methodDoCache
Classes are responsible for implementing the caching themselves.
Public methodSetToCached
Classes are responsible for setting themselves to the cached values.
Protected methodStart
The Start method Unity calls
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Fields
  NameDescription
Protected fieldCachePrompt
When should this object cache itself?
Protected fieldHasCached
If this object has already cached.
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Extension Methods
  NameDescription
Public Extension MethodAnnounceComponentAdded
Notifies any IComponentHandlers on the GameObject a Component is added to, that the Component has been added.
(Defined by ExtensionMethods.)
Public Extension MethodStartCoroutineT
Use by calling this.StartCoroutine and assigning it to a Coroutine. Then you can call your assigned coroutine.Cancel(), or .HasFinished, or a variety of other neat things.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentT(T, Boolean)Overloaded.
Attempts to get a component on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentT1, T2(T1, Boolean)Overloaded.
Attempts to get a component on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentsT(T, Boolean)Overloaded.
Attempts to get components on a gameobject.
(Defined by ExtensionMethods.)
Public Extension MethodTryGetComponentsT1, T2(T1, Boolean)Overloaded.
Attempts to get components on a gameobject.
(Defined by ExtensionMethods.)
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See Also