WuhuIslandTesting/Library/PackageCache/com.unity.addressables@1.21.12/Runtime/AssetLabelReference.cs

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2025-01-07 02:06:59 +01:00
using System;
using UnityEngine.Serialization;
namespace UnityEngine.AddressableAssets
{
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class AssetLabelReference : IKeyEvaluator
{
[FormerlySerializedAs("m_labelString")]
[SerializeField]
string m_LabelString;
/// <summary>
/// The label string.
/// </summary>
public string labelString
{
get { return m_LabelString; }
set { m_LabelString = value; }
}
/// <summary>
/// The runtime key used for indexing values in the Addressables system.
/// </summary>
public object RuntimeKey
{
get
{
if (labelString == null)
labelString = string.Empty;
return labelString;
}
}
/// <inheritdoc/>
public bool RuntimeKeyIsValid()
{
return !string.IsNullOrEmpty(RuntimeKey.ToString());
}
/// <summary>
/// Get the hash code of this object.
/// </summary>
/// <returns>The hash code of the label string.</returns>
public override int GetHashCode()
{
return labelString.GetHashCode();
}
}
}