Class SystemAdoptionEntry
One asset in a SystemAdoptionPlan's dependency closure: where it lives in the package, where its clone belongs in the user's project, and whether that clone already exists from an earlier adoption run.
Inherited Members
Namespace: Serenity.CreateGame.Infrastructure.Editor.Adoption
Assembly: Serenity.UnityCreateGame.Infrastructure.Editor.dll
Syntax
public sealed class SystemAdoptionEntry
Constructors
SystemAdoptionEntry(string, string, string, string, bool)
Declaration
public SystemAdoptionEntry(string sourcePath, string destinationPath, string sourceGuid, string existingDestinationGuid, bool alreadyAdopted)
Parameters
| Type | Name | Description |
|---|---|---|
| string | sourcePath | |
| string | destinationPath | |
| string | sourceGuid | |
| string | existingDestinationGuid | |
| bool | alreadyAdopted |
Properties
AlreadyAdopted
True when DestinationPath already exists — this entry is reused, not re-cloned.
Declaration
public bool AlreadyAdopted { get; }
Property Value
| Type | Description |
|---|---|
| bool |
DestinationPath
Where this asset's clone belongs under the adoption's output root, mirroring its path relative to whichever package root it lives under.
Declaration
public string DestinationPath { get; }
Property Value
| Type | Description |
|---|---|
| string |
ExistingDestinationGuid
The clone's GUID, when DestinationPath already exists from an earlier adoption run; null otherwise.
Declaration
public string ExistingDestinationGuid { get; }
Property Value
| Type | Description |
|---|---|
| string |
SourceGuid
The shipped asset's own GUID.
Declaration
public string SourceGuid { get; }
Property Value
| Type | Description |
|---|---|
| string |
SourcePath
The shipped package asset's path, e.g. a Leaderboard.asset under a package root's
Media/Leaderboard folder.
Declaration
public string SourcePath { get; }
Property Value
| Type | Description |
|---|---|
| string |