AppearanceAssetEditScope
A scope object that provides special access and limitations related to editing appearance assets and their related elements.
Inheritance Hierarchy
System.Object
Autodesk.Revit.DB.Visual.AppearanceAssetEditScope
Namespace: Autodesk.Revit.DB.Visual
Assembly: RevitAPI (in RevitAPI.dll) Version: 25.0.0.0 (25.0.0.0)
Syntax
public class AppearanceAssetEditScope : IDisposable
The AppearanceAssetEditScope type exposes the following members.
Constructors
Name
Description
Public Method
AppearanceAssetEditScope
Constructs a new instance of an AppearanceAssetEditScope.
Properties
Name
Description
Public Property
IsActive
Identifies if the EditScope is active. In other words, the EditScope has started but not committed/canceled yet.
Public Property
IsValidObject
Specifies whether the .NET object represents a valid Revit entity.
Methods
Name
Description
Public Method
Cancel
Cancels the edit scope.
Public Method
Commit
Finishes the edit scope.
Public Method
Dispose
Releases all resources used by the AppearanceAssetEditScope
Public Method
Equals
Determines whether the specified object is equal to the current object.
(Inherited from Object)
Public Method
GetHashCode
Serves as the default hash function.
(Inherited from Object)
Public Method
GetType
Gets the Type of the current instance.
(Inherited from Object)
Public Method
Start
Starts the edit scope.
Public Method
ToString
Returns a string that represents the current object.
(Inherited from Object)
Remarks
You can use an AppearanceAssetEditScope to modify the values of the properties of appearance assets and connected assets (such as bitmaps). The following restrictions apply:
- A single edit scope is allowed only to edit one top level rendering assets (and its connected assets). To edit more than one appearance asset you must start a different edit scope.
- An edit scope may be reused for editing another asset, so long as it has been committed or canceled before using start to associate it to a new asset.
- Multiple changes to the asset are allowed before commit.
- A transaction must be started before using Commit() on the edited asset. The transaction may be opened before or after the edit scope is started, but must be open to allow the changes into the model.
Example
private void SetDiffuseColor(Material material, Color color){ ElementId appearanceAssetId = material.AppearanceAssetId;
AppearanceAssetElement assetElem = material.Document.GetElement(appearanceAssetId) as AppearanceAssetElement;
// A transaction is necessary. Multiple changes to the same asset can be made in one transaction if required.
using (Transaction t = new Transaction(assetElem.Document, "Change material color")) { t.Start();
using (AppearanceAssetEditScope editScope = new AppearanceAssetEditScope(assetElem.Document)) { Asset editableAsset = editScope.Start(assetElem.Id); // returns an editable copy of the appearance asset
// unlike AppearanceAssetElement.GetRenderingAsset(), the edit scope
// sets up the asset for editing using the classes and utilities from
// MaterialsManager. The scope can keep a mapping from asset to Protein
// class members that are obtained from the asset, to permit use of
// Protein validation. If the Asset was not obtained from an edit scope,
// the setter operations for asset properties must throw.
// Try to change values
AssetPropertyDoubleArray4d genericDiffuseProperty = editableAsset.FindByName("generic_diffuse") as AssetPropertyDoubleArray4d;
genericDiffuseProperty.SetValueAsColor(color); // 4 length double asset properties often represent colors.
// Shortcut methods should be added to work directly with Color objects
// for these types.
// Commit the entire edit scope. If the appearance asset element is used in one or more materials, they will be
// updated to match any changes made.
editScope.Commit(true); }
t.Commit(); }}