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CTT/Unity/Assets/Model/XAssetRuntime/Core/Manifest.cs

57 lines
1.8 KiB
C#

//
// Manifest.cs
//
// Author:
// fjy <jiyuan.feng@live.com>
//
// Copyright (c) 2020 fjy
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
using UnityEngine;
namespace libx
{
[Serializable]
public class AssetRef
{
public string name;
public int bundle;
public int dir;
}
[Serializable]
public class BundleRef
{
public string name;
public int id;
public int[] deps;
public long len;
public string hash;
}
public class Manifest : ScriptableObject
{
public string[] activeVariants = new string[0];
public string[] dirs = new string[0];
public AssetRef[] assets = new AssetRef[0];
public BundleRef[] bundles = new BundleRef[0];
}
}