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    Class SystemAdoptionResult

    The outcome of a successful TryAdopt(SystemAdoptionPlan, Action<string>, out SystemAdoptionResult) run.

    Inheritance
    object
    SystemAdoptionResult
    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 SystemAdoptionResult

    Constructors

    SystemAdoptionResult(string, IReadOnlyList<string>, IReadOnlyList<string>, IReadOnlyList<string>, IReadOnlyList<SystemAdoptionExclusion>, IReadOnlyList<AdoptedIdRename>, IReadOnlyList<AdoptedReferenceRewrite>, IReadOnlyList<string>)

    Declaration
    public SystemAdoptionResult(string adoptedSettingsPath, IReadOnlyList<string> adoptedRootPaths, IReadOnlyList<string> createdPaths, IReadOnlyList<string> reusedPaths, IReadOnlyList<SystemAdoptionExclusion> excluded, IReadOnlyList<AdoptedIdRename> renamedIds, IReadOnlyList<AdoptedReferenceRewrite> rewrittenReferences, IReadOnlyList<string> createdFolderPaths)
    Parameters
    Type Name Description
    string adoptedSettingsPath
    IReadOnlyList<string> adoptedRootPaths
    IReadOnlyList<string> createdPaths
    IReadOnlyList<string> reusedPaths
    IReadOnlyList<SystemAdoptionExclusion> excluded
    IReadOnlyList<AdoptedIdRename> renamedIds
    IReadOnlyList<AdoptedReferenceRewrite> rewrittenReferences
    IReadOnlyList<string> createdFolderPaths

    Properties

    AdoptedRootPaths

    Where every one of the plan's RootAssetPaths landed, in the same order — one element for a single-root adoption, several for a multi-root "Adopt assets" plan. Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionRunner.LogRemainingViolations(Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionResult,System.Action{System.String}) verifies every one of them, not only the primary. See Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionRunner.LogRemainingViolations(Serenity.CreateGame.Infrastructure.Editor.Adoption.SystemAdoptionResult,System.Action{System.String}).

    Declaration
    public IReadOnlyList<string> AdoptedRootPaths { get; }
    Property Value
    Type Description
    IReadOnlyList<string>

    AdoptedSettingsPath

    Where the adopted settings asset itself landed — the destination of the plan's primary root (SettingsAssetPath), also AdoptedRootPaths's first element.

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

    CreatedFolderPaths

    Every folder this run created to hold a clone — SerenityAssetCreationTransaction.FolderTracking's own record, captured before the transaction disposes. A caller pruning a now-empty mirrored folder after moving its one asset out (ProjectPipelineAdoption.NormalizeAdoptedProfileToProjectIdentity) must bound that walk to folders THIS run created — never an ancestor an author's own content happened to leave empty.

    Declaration
    public IReadOnlyList<string> CreatedFolderPaths { get; }
    Property Value
    Type Description
    IReadOnlyList<string>

    CreatedPaths

    Every asset this run cloned.

    Declaration
    public IReadOnlyList<string> CreatedPaths { get; }
    Property Value
    Type Description
    IReadOnlyList<string>

    Excluded

    Closure members left out of adoption, with the reason each was excluded.

    Declaration
    public IReadOnlyList<SystemAdoptionExclusion> Excluded { get; }
    Property Value
    Type Description
    IReadOnlyList<SystemAdoptionExclusion>

    RenamedIds

    Every cloned asset's Id this run renamed — every clone gets a renamed Id now, singleton settings and prefabs included — see RenamedId(string).

    Declaration
    public IReadOnlyList<AdoptedIdRename> RenamedIds { get; }
    Property Value
    Type Description
    IReadOnlyList<AdoptedIdRename>

    ReusedPaths

    Every closure member reused from an earlier adoption run instead of re-cloned.

    Declaration
    public IReadOnlyList<string> ReusedPaths { get; }
    Property Value
    Type Description
    IReadOnlyList<string>

    RewrittenReferences

    Every cross-asset Id/Guid reference this run re-pointed at an adopted counterpart — both the forward pass over CreatedPaths and the back-fill pass over assets an earlier adoption run produced.

    Declaration
    public IReadOnlyList<AdoptedReferenceRewrite> RewrittenReferences { get; }
    Property Value
    Type Description
    IReadOnlyList<AdoptedReferenceRewrite>
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