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
}