public sealed class AssetVfxEffectSourceResolves a .vxvfx reference into the graph a simulation runs.
Remarks
AssetMaterialSource's shape, one asset kind along. A reference becomes an address, an address becomes a VfxEffectContent chunk, and the chunk becomes a VfxCompiledGraph exactly once. The layering is the same and for the same reason: Vixen.Rendering links no asset manager, so the interface lives there and the implementation lives here.
The graph is built once and shared. ToGraph re-runs the validation that refuses an updater reading what nothing writes — cheap for one effect, wasteful once per emitter per frame — and a compiled graph is immutable, which is the property the dual backend already rests on. So one asset is one graph however many emitters name it, and each emitter's own state lives in its VfxSystem.
⚠ A reference that will not arrive is recorded rather than thrown for. One entity in a level naming an effect nothing shipped should not take the frame with it — the same decision AssetMaterialSource makes, and the reason Failed is a number worth watching.
Fields and properties (3)
public int RequestedHow many distinct effects have been asked for.
public int LoadedHow many have compiled.
public int FailedHow many will not arrive.
Methods (2)
public AssetVfxEffectSource(AssetManager assets)Builds a source over a content manager.
public bool TryGet(AssetReference reference, out VfxCompiledGraph graph)The effect a reference names, if it is ready yet.
Used by (1)
- WorldRendererVixen.Engine.Renderer