using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.AddressableAssets.Build.AnalyzeRules
{
///
/// Represents the data acquired after analyzing Addressable assets.
///
[Obsolete("This has been made obsolete and is no longer functional. Analyze result data is handled internally.")]
public class AnalyzeResultData : ScriptableObject, ISerializationCallbackReceiver
{
///
/// Retrieves serialized data after a domain reload.
///
public void OnAfterDeserialize()
{
//Do nothing
}
///
/// Converts our data to a serialized structure before a domain reload.
///
public void OnBeforeSerialize()
{
//Do nothing
}
}
///
/// Represents the data acquired after analyzing Addressable assets.
///
[Serializable]
public class AddressablesAnalyzeResultData : ISerializationCallbackReceiver
{
[Serializable]
private class RuleToResults
{
[SerializeField] public string RuleName;
[SerializeField] public List Results;
public RuleToResults(string ruleName, List results)
{
RuleName = ruleName;
Results = results;
}
}
[SerializeField] private List m_RuleToResults = new List();
internal Dictionary> Data =
new Dictionary>();
///
/// Retrieves serialized data after a domain reload.
///
public void OnAfterDeserialize()
{
for (int i = 0; i < m_RuleToResults.Count; i++)
Data.Add(m_RuleToResults[i].RuleName, m_RuleToResults[i].Results);
}
///
/// Converts our data to a serialized structure before a domain reload.
///
public void OnBeforeSerialize()
{
m_RuleToResults.Clear();
foreach (var key in Data.Keys)
m_RuleToResults.Add(new RuleToResults(key, Data[key]));
}
internal void Clear(AnalyzeRule rule)
{
Clear(rule.ruleName);
}
internal void Clear(string ruleName)
{
if (Data.ContainsKey(ruleName))
Data[ruleName].Clear();
}
}
}