Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Converter/ConverterItemDescriptor.cs
2024-05-06 11:45:45 -07:00

26 lines
1.5 KiB
C#

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;
}
}