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