#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