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    Class AdoptedReferenceRewrite

    One reference Serenity.CreateGame.Infrastructure.Editor.Adoption.AdoptedReferenceRemapper.Remap(System.Collections.Generic.IReadOnlyList{System.String},Serenity.Global.Infrastructure.Editor.Validation.FoundationReferenceIndex,Serenity.Global.Infrastructure.Editor.Validation.AdoptedAssetKeyIndex,System.Action{System.String}) re-pointed at an adopted counterpart: which asset and serialized property it found the value on, and what it replaced.

    Inheritance
    object
    AdoptedReferenceRewrite
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.CreateGame.Infrastructure.Editor.Adoption
    Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
    Syntax
    public sealed class AdoptedReferenceRewrite

    Constructors

    AdoptedReferenceRewrite(string, string, string, string)

    Declaration
    public AdoptedReferenceRewrite(string assetPath, string propertyPath, string oldValue, string newValue)
    Parameters
    Type Name Description
    string assetPath
    string propertyPath
    string oldValue
    string newValue

    Properties

    AssetPath

    Project path of the asset (or, for a prefab component, the prefab) the rewrite landed on.

    Declaration
    public string AssetPath { get; }
    Property Value
    Type Description
    string

    NewValue

    The value after the rewrite — the adopted counterpart's Id or Guid.

    Declaration
    public string NewValue { get; }
    Property Value
    Type Description
    string

    OldValue

    The value before the rewrite — the shipped asset's Id or Guid.

    Declaration
    public string OldValue { get; }
    Property Value
    Type Description
    string

    PropertyPath

    The PropertyPath the value was found at.

    Declaration
    public string PropertyPath { get; }
    Property Value
    Type Description
    string
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