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* modification, are permitted provided that the following conditions are met:
*
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*
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*/
using System;
using OpenMetaverse;
namespace OpenMetaverse.Assets
{
///
/// Base class for all Asset types
///
public abstract class Asset
{
/// A byte array containing the raw asset data
public byte[] AssetData;
/// True if the asset it only stored on the server temporarily
public bool Temporary;
/// A unique ID
private UUID _AssetID;
/// The assets unique ID
public UUID AssetID
{
get { return _AssetID; }
internal set { _AssetID = value; }
}
///
/// The "type" of asset, Notecard, Animation, etc
///
public abstract AssetType AssetType
{
get;
}
///
/// Construct a new Asset object
///
public Asset() { }
///
/// Construct a new Asset object
///
/// A unique specific to this asset
/// A byte array containing the raw asset data
public Asset(UUID assetID, byte[] assetData)
{
_AssetID = assetID;
AssetData = assetData;
}
///
/// Regenerates the AssetData
byte array from the properties
/// of the derived class.
///
public abstract void Encode();
///
/// Decodes the AssetData, placing it in appropriate properties of the derived
/// class.
///
/// True if the asset decoding succeeded, otherwise false
public abstract bool Decode();
}
}