ContentProcessorContext.BuildAsset<TInput,TOutput> Method (Microsoft.Xna.Framework.Content.Pipeline)
Initiates a nested build of an additional asset.
Namespace: Microsoft.Xna.Framework.Content.Pipeline
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
Assembly: MonoGame.Framework.Content.Pipeline (MonoGame.Framework.Content.Pipeline.dll 3.8.0.1082)
- C#
- VB
- F#
public abstract ExternalReference<TOutput> BuildAsset<TInput,TOutput>( ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName, string assetName )
Syntax for VB is not yet implemented.
Syntax for F# is not yet implemented.
Parameters
- sourceAsset
-
Type: ExternalReference<TInput>
Reference to the source asset.
- processorName
-
Type: System.String
Optional processor for this content.
- processorParameters
-
Type: Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary
Optional collection of named values available as input to the content processor.
- importerName
-
Type: System.String
Optional importer for this content.
- assetName
-
Type: System.String
Optional name of the final compiled content.
Return Value
Type: ExternalReference<TOutput>Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when BuildAsset returns but it will be available for loading by the game at runtime.
An example of usage for BuildAsset is being called by a mesh processor to request that any related textures used are also built, replacing the original TGA file references with new references to the converted texture files.
Supported in:
Windows DirectX Desktop
Linux Desktop
Windows DirectX Desktop
Linux Desktop