54 lines
1.4 KiB
C#
54 lines
1.4 KiB
C#
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using System;
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using UnityEngine.Serialization;
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namespace UnityEngine.AddressableAssets
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{
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/// <summary>
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/// Reference to an asset label. This class can be used in scripts as a field and will use a CustomPropertyDrawer to provide a DropDown UI of available labels.
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/// </summary>
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[Serializable]
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public class AssetLabelReference : IKeyEvaluator
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{
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[FormerlySerializedAs("m_labelString")]
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[SerializeField]
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string m_LabelString;
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/// <summary>
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/// The label string.
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/// </summary>
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public string labelString
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{
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get { return m_LabelString; }
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set { m_LabelString = value; }
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}
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/// <summary>
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/// The runtime key used for indexing values in the Addressables system.
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/// </summary>
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public object RuntimeKey
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{
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get
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{
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if (labelString == null)
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labelString = string.Empty;
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return labelString;
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}
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}
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/// <inheritdoc/>
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public bool RuntimeKeyIsValid()
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{
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return !string.IsNullOrEmpty(RuntimeKey.ToString());
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}
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/// <summary>
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/// Get the hash code of this object.
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/// </summary>
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/// <returns>The hash code of the label string.</returns>
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public override int GetHashCode()
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{
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return labelString.GetHashCode();
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}
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}
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}
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