Tanoda
pb_AssetBundlePath.cs
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1using System.Runtime.Serialization;
2
3namespace GILES
4{
9 [System.Serializable]
10 public class pb_AssetBundlePath : ISerializable
11 {
13 public string assetBundleName;
14
17 public string filePath;
18
24 public pb_AssetBundlePath(string InAssetBundleName, string InFilePath)
25 {
26 assetBundleName = InAssetBundleName;
27 filePath = InFilePath;
28 }
29
33 public pb_AssetBundlePath(SerializationInfo info, StreamingContext context)
34 {
35 assetBundleName = (string) info.GetValue("assetBundleName", typeof(string));
36 filePath = (string) info.GetValue("filePath", typeof(string));
37 }
38
42 public void GetObjectData(SerializationInfo info, StreamingContext context)
43 {
44 info.AddValue("assetBundleName", assetBundleName, typeof(string));
45 info.AddValue("filePath", filePath, typeof(string));
46 }
47
51 public override string ToString()
52 {
53 return "Bundle: " + assetBundleName + "\nPath: " + filePath;
54 }
55 }
56}
override string ToString()
string assetBundleName
The name of an asset bundle (as set in the Unity Editor).
pb_AssetBundlePath(string InAssetBundleName, string InFilePath)
pb_AssetBundlePath(SerializationInfo info, StreamingContext context)
void GetObjectData(SerializationInfo info, StreamingContext context)