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Asset

Public Class

Represents a connected property of material.

Inheritance Hierarchy

System.Object
Autodesk.Revit.DB.Visual.AssetProperty
Autodesk.Revit.DB.Visual.AssetProperties
Autodesk.Revit.DB.Visual.Asset

Namespace: Autodesk.Revit.DB.Visual

Assembly: RevitAPI (in RevitAPI.dll) Version: 25.0.0.0 (25.0.0.0)

Syntax

public class Asset : AssetProperties

The Asset type exposes the following members.

Properties

Name

Description


Public Property

The type of RenderingAsset


Public Property

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)


Public Property
IsValidObject

Specifies whether the .NET object represents a valid Revit entity.
(Inherited from AssetProperty)


Public Property

(Inherited from AssetProperties)


Public Property

Library name


Public Property

Get the name of the AssetProperty
(Inherited from AssetProperty)


Public Property

The number of currently connected properties.
(Inherited from AssetProperty)


Public Property

The number of the AssetProperty(s) in the object.
(Inherited from AssetProperties)


Public Property

Asset title


Public Property

Returns the type of the AssetProperty
(Inherited from AssetProperty)


Methods

Name

Description


Public Method
AddConnectedAsset

Adds a new connected asset attached to this asset property, if it allows it.
(Inherited from AssetProperty)


Public Method
Code Example

Makes a copy of the asset and connects it to this property.
(Inherited from AssetProperty)


Public Method

(Inherited from AssetProperty)


Public Method

Equals

Determines whether the specified object is equal to the current object.
(Inherited from Object)


Public Method
FindByName

Gets the property with the given name.
(Inherited from AssetProperties)


Public Method

Gets the property at the given index.
(Inherited from AssetProperties)


Public Method

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)


Public Method

Gets one connected property with specified index.
(Inherited from AssetProperty)


Public Method

GetHashCode

Serves as the default hash function.
(Inherited from Object)


Public Method
Code Example
GetSingleConnectedAsset

Gets the single connected asset attached to this asset property, if it exists.
(Inherited from AssetProperty)


Public Method

GetType

Gets the Type of the current instance.
(Inherited from Object)


Public Method
IsEditable

Check if property can be edited.
(Inherited from AssetProperty)


Public Method

Returns true if the provided index is valid.
(Inherited from AssetProperties)


Public Method

Check that schema name is valid
(Inherited from AssetProperty)


Public Method

Removes the connected asset attached to this asset property if any.
(Inherited from AssetProperty)


Public Method

ToString

Returns a string that represents the current object.
(Inherited from Object)


Example

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);
}
}