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();
}
}
}