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    Class SystemAdoptionFolderSummary

    Pure summary behind the "Adopt assets" confirmation dialog (BuildAdoptAllSystemAssetsMessage(SystemAdoptionPlan)): how many plan entries land under each top-level shipped folder (Media/Ui, Media/GameSettings, Settings...), so the dialog can show a readable breakdown instead of a bare asset count. No AssetDatabase calls — grouping runs entirely off each entry's SourcePath.

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

    Methods

    CountByTopFolder(IReadOnlyList<SystemAdoptionEntry>, IReadOnlyList<string>)

    Every plan entry, grouped by its top folder — the first Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionFolderSummary.TopFolderSegmentCount path segments below whichever packageRoots entry contains it (a single segment when the source path sits only one folder deep) — ordinal-sorted by folder name. An entry sitting directly at its package root, or whose source is not under any package root at all, is skipped.

    Declaration
    public static IReadOnlyList<(string Folder, int Count)> CountByTopFolder(IReadOnlyList<SystemAdoptionEntry> entries, IReadOnlyList<string> packageRoots)
    Parameters
    Type Name Description
    IReadOnlyList<SystemAdoptionEntry> entries
    IReadOnlyList<string> packageRoots
    Returns
    Type Description
    IReadOnlyList<(string Folder, int Count)>
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