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.
Inherited Members
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 |