ASESaveBundleAsset.cs 909 B

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace AmplifyShaderEditor
  5. {
  6. [Serializable]
  7. public class ASESaveBundleAsset : ScriptableObject
  8. {
  9. [SerializeField]
  10. private string m_packageContentsOrigin = string.Empty;
  11. [SerializeField]
  12. private List<string> m_allExtras = new List<string>();
  13. [SerializeField]
  14. private string m_packageTargetPath = string.Empty;
  15. [SerializeField]
  16. private string m_packageTargetName = string.Empty;
  17. [SerializeField]
  18. private List<Shader> m_allShaders = new List<Shader>();
  19. public string PackageContentsOrigin { get { return m_packageContentsOrigin; } }
  20. public List<string> AllExtras{ get { return m_allExtras; } }
  21. public string PackageTargetPath{ get{ return m_packageTargetPath;}}
  22. public string PackageTargetName{ get { return m_packageTargetName; } }
  23. public List<Shader> AllShaders { get { return m_allShaders; } }
  24. }
  25. }