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