using System; using System.Collections.Generic; using System.Linq; [System.Serializable] public class AH_SerializableAssetInfo { public string ID; /// /// In 2.1.5 and older this property is a list of paths /// public List Refs; /// /// but in 2.1.6 and newer its a list of indexes that points to a guid (Scene assets) /// //[UnityEngine.SerializeField] private List sceneIDs; public AH_SerializableAssetInfo() { } public AH_SerializableAssetInfo(string assetPath, List scenes) { this.ID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath); this.Refs = scenes;// scenes.Select(x => UnityEditor.AssetDatabase.AssetPathToGUID(x)).ToList(); } /*public List SceneIDs { get { if (sceneIDs.Count>0 || Refs==null) return sceneIDs; else return sceneIDs = Refs.Select(x => UnityEditor.AssetDatabase.AssetPathToGUID(x)).ToList(); } set { sceneIDs = value; } }*/ internal void ChangePathToGUID() { Refs = Refs.Select(x => UnityEditor.AssetDatabase.AssetPathToGUID(x)).ToList(); } }