using System; namespace UnityEngine.AddressableAssets.ResourceLocators { #if ENABLE_CCD /// /// This is an internal class used as an intermediary data store from editor time to runtime /// [Serializable] internal class CcdManagedData { /// /// Denotes what state the config is in. /// public enum ConfigState { /// /// Config has not been modified. /// None, /// /// Config should use default values according to CCD opinionated workflow. /// Default, /// /// The config has been overriden externally. /// Override }; /// /// Id of the Environment to store /// public string EnvironmentId; /// /// Name of the Environment to store /// public string EnvironmentName; /// /// Id of the Bucket to store /// public string BucketId; /// /// Name of the Badge to store /// public string Badge; /// /// The current state of the config /// public ConfigState State; /// /// Constructor for CcdManagedData /// public CcdManagedData() { State = ConfigState.None; } /// /// Determines if the CcdManagedData has been configured /// /// True if all fields have been set. False, otherwise. public bool IsConfigured() { return !string.IsNullOrEmpty(EnvironmentId) && !string.IsNullOrEmpty(BucketId) && !string.IsNullOrEmpty(Badge); } } #endif }