2022-01-16 05:40:49 +03:00

47 lines
1.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
[System.Serializable]
public class AH_SerializableAssetInfo
{
public string ID;
/// <summary>
/// In 2.1.5 and older this property is a list of paths
/// </summary>
public List<string> Refs;
/// <summary>
/// but in 2.1.6 and newer its a list of indexes that points to a guid (Scene assets)
/// </summary>
//[UnityEngine.SerializeField] private List<string> sceneIDs;
public AH_SerializableAssetInfo()
{ }
public AH_SerializableAssetInfo(string assetPath, List<string> scenes)
{
this.ID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath);
this.Refs = scenes;// scenes.Select(x => UnityEditor.AssetDatabase.AssetPathToGUID(x)).ToList();
}
/*public List<string> 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();
}
}