Builder
Specifies a bundle of JavaScript code, containing one or more script assets to be included in an HTML page, and
optionally settings about how to embed the script.
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elide.assets.AssetBundle.ScriptBundle
Functions
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open fun addAllAsset(values: Iterable<out AssetBundle.ScriptBundle.ScriptAsset>): AssetBundle.ScriptBundle.Builder
Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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open fun addAsset(builderForValue: AssetBundle.ScriptBundle.ScriptAsset.Builder): AssetBundle.ScriptBundle.Builder
open fun addAsset(index: Int, value: AssetBundle.ScriptBundle.ScriptAsset): AssetBundle.ScriptBundle.Builder
open fun addAsset(index: Int, builderForValue: AssetBundle.ScriptBundle.ScriptAsset.Builder): AssetBundle.ScriptBundle.Builder
Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Whether this asset should be considered cacheable.
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bool cacheable = 5;
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Whether this asset should be compressed when serving to end-users.
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bool compressable = 4;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Marked if this asset is external, in which case the described script should be referenced via a script tag.
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bool external = 6;
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Script module name/path.
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string module = 1;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Whether this asset should be considered cacheable.
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bool cacheable = 5;
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Whether this asset should be compressed when serving to end-users.
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bool compressable = 4;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Marked if this asset is external, in which case the described script should be referenced via a script tag.
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bool external = 6;
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Script module name/path.
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string module = 1;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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open fun mergeFrom(input: CodedInputStream, extensionRegistry: ExtensionRegistryLite): AssetBundle.ScriptBundle.Builder
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Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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open fun setAsset(index: Int, value: AssetBundle.ScriptBundle.ScriptAsset): AssetBundle.ScriptBundle.Builder
open fun setAsset(index: Int, builderForValue: AssetBundle.ScriptBundle.ScriptAsset.Builder): AssetBundle.ScriptBundle.Builder
Script code assets associated with this bundle. Always non-empty.
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repeated .elide.assets.AssetBundle.ScriptBundle.ScriptAsset asset = 2;
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Whether this asset should be considered cacheable.
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bool cacheable = 5;
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Whether this asset should be compressed when serving to end-users.
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bool compressable = 4;
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open fun setDependencies(builderForValue: AssetBundle.AssetDependencies.Builder): AssetBundle.ScriptBundle.Builder
Specifies dependencies that must be loaded before this module, if any.
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.elide.assets.AssetBundle.AssetDependencies dependencies = 3;
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Marked if this asset is external, in which case the described script should be referenced via a script tag.
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bool external = 6;
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Script module name/path.
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string module = 1;
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Script module name/path.
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string module = 1;
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abstract fun setRepeatedField(field: Descriptors.FieldDescriptor, index: Int, value: Any): Message.Builder
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