using System; namespace UnityEditor.Rendering.Universal.Converters { /// <summary> /// A structure holding the information for each Item that needs to be Converted. /// Name = The Name of the asset that is being converted. /// Info = Information that can be used to store some data. This will also be shown in the UI. /// WarningMessage = If there are some issues with the converter that we already know about. /// Example: If we know it is a custom shader, we can not convert it so we add the information here. /// HelpLink = Link to the documentation of how to convert this asset. Useful if the conversion failed or if we know we can not convert this asset automatically. /// </summary> [Serializable] internal struct ConverterItemDescriptor { /// <summary> Name of the asset being converted. This will be shown in the UI. </summary> public string name; /// <summary> Information that can be used to store some data. This will also be shown in the UI. </summary> public string info; /// <summary> If there are some issues with the converter that we already know about during init phase. This will be added as a tooltip on the warning icon. </summary> public string warningMessage; /// <summary> Link to the documentation of how to convert this asset. Useful if the conversion failed or if we know we can not convert this asset automatically. </summary> public string helpLink; } }