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