using System; using System.Collections.Generic; using UnityEditor.Build.Content; using UnityEditor.Build.Pipeline.Interfaces; namespace UnityEditor.Build.Pipeline { /// /// Basic implementation of IWriteData. Stores the write information calculated during a build. /// /// [Serializable] public class BuildWriteData : IWriteData { /// public Dictionary> AssetToFiles { get; private set; } /// public Dictionary> FileToObjects { get; private set; } /// public List WriteOperations { get; private set; } /// /// Default constructor, initializes properties to defaults /// public BuildWriteData() { AssetToFiles = new Dictionary>(); FileToObjects = new Dictionary>(); WriteOperations = new List(); } } /// /// Basic implementation of IBundleWriteData. Stores the asset bundle write information calculated during a build. /// /// [Serializable] public class BundleWriteData : IBundleWriteData { /// public Dictionary> AssetToFiles { get; private set; } /// public Dictionary> FileToObjects { get; private set; } /// public Dictionary FileToBundle { get; private set; } /// public Dictionary FileToUsageSet { get; private set; } /// public Dictionary FileToReferenceMap { get; private set; } /// public List WriteOperations { get; private set; } /// /// Default constructor, initializes properties to defaults /// public BundleWriteData() { AssetToFiles = new Dictionary>(); FileToObjects = new Dictionary>(); FileToBundle = new Dictionary(); FileToUsageSet = new Dictionary(); FileToReferenceMap = new Dictionary(); WriteOperations = new List(); } } }