using System; using System.Collections.Generic; using UnityEngine; namespace AmplifyShaderEditor { [Serializable] public class ASESaveBundleAsset : ScriptableObject { [SerializeField] private string m_packageContentsOrigin = string.Empty; [SerializeField] private List m_allExtras = new List(); [SerializeField] private string m_packageTargetPath = string.Empty; [SerializeField] private string m_packageTargetName = string.Empty; [SerializeField] private List m_allShaders = new List(); public string PackageContentsOrigin { get { return m_packageContentsOrigin; } } public List AllExtras{ get { return m_allExtras; } } public string PackageTargetPath{ get{ return m_packageTargetPath;}} public string PackageTargetName{ get { return m_packageTargetName; } } public List AllShaders { get { return m_allShaders; } } } }