70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine.Serialization;
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namespace UnityEngine.ResourceManagement.ResourceProviders.Simulation
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{
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/// <summary>
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/// Serialized data containing the asset bundle layout.
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/// </summary>
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[Serializable]
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public class VirtualAssetBundleRuntimeData
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{
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[FormerlySerializedAs("m_simulatedAssetBundles")]
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[SerializeField]
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List<VirtualAssetBundle> m_SimulatedAssetBundles = new List<VirtualAssetBundle>();
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[FormerlySerializedAs("m_remoteLoadSpeed")]
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[SerializeField]
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long m_RemoteLoadSpeed = 1234567890123456; //once we expose this to the user a good default value would be 1024 * 100;
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[FormerlySerializedAs("m_localLoadSpeed")]
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[SerializeField]
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long m_LocalLoadSpeed = 1234567890123456; //once we expose this to the user a good default value would be 1024 * 1024 * 10;
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/// <summary>
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/// The list of asset bundles to simulate.
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/// </summary>
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public List<VirtualAssetBundle> AssetBundles
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{
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get { return m_SimulatedAssetBundles; }
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}
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/// <summary>
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/// Bandwidth value (in bytes per second) to simulate loading from a remote location.
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/// </summary>
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public long RemoteLoadSpeed
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{
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get { return m_RemoteLoadSpeed; }
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}
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/// <summary>
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/// Bandwidth value (in bytes per second) to simulate loading from a local location.
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/// </summary>
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public long LocalLoadSpeed
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{
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get { return m_LocalLoadSpeed; }
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}
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/// <summary>
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/// Construct a new VirtualAssetBundleRuntimeData object.
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/// </summary>
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public VirtualAssetBundleRuntimeData()
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{
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}
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/// <summary>
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/// Construct a new VirtualAssetBundleRuntimeData object.
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/// </summary>
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/// <param name="localSpeed">Bandwidth value (in bytes per second) to simulate loading from a local location.</param>
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/// <param name="remoteSpeed">Bandwidth value (in bytes per second) to simulate loading from a remote location.</param>
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public VirtualAssetBundleRuntimeData(long localSpeed, long remoteSpeed)
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{
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m_LocalLoadSpeed = localSpeed;
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m_RemoteLoadSpeed = remoteSpeed;
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}
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}
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}
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#endif
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