UnityGame/Library/PackageCache/com.unity.ai.navigation/Editor/ConversionSystem/SystemConverter.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace Unity.AI.Navigation.Editor.Converter
{
internal abstract class SystemConverter
{
/// <summary>
/// Name of the converter.
/// </summary>
public abstract string name { get; }
/// <summary>
/// The information when hovering over the converter.
/// </summary>
public abstract string info { get; }
/// <summary>
/// A check if the converter is enabled or not. Can be used to do a check if prerequisites are met to have it enabled or disabled.
/// </summary>
public virtual bool isEnabled => true;
/// <summary>
/// A priority of the converter. The lower the number (can be negative), the earlier it will be executed. Can be used to make sure that a converter runs before another converter.
/// </summary>
public virtual int priority => 0;
/// <summary>
/// A check to see if the converter needs to create the index.
/// This will only need to be set to true if the converter is using search api, and search queries.
/// If set to true the converter framework will create the indexer and remove it after all search queries are done.
/// </summary>
public virtual bool needsIndexing => false;
/// <summary>
/// This method getting triggered when clicking the listview item in the UI.
/// </summary>
public virtual void OnClicked(int index)
{
}
// This is so that we can have different segment in our UI, example Unity converters, your custom converters etc..
// This is not implemented yet
public virtual string category { get; }
// This is in which drop down item the converter belongs to.
// Not properly implemented yet
public abstract Type container { get; }
/// <summary>
/// This runs when initializing the converter. To gather data for the UI and also for the converter if needed.
/// </summary>
/// <param name="context">The context that will be used to initialize data for the converter.</param>
public abstract void OnInitialize(InitializeConverterContext context, Action callback);
/// <summary>
/// The method that will be run before Run method if needed.
/// </summary>
public virtual void OnPreRun()
{
}
/// <summary>
/// The method that will be run when converting the assets.
/// </summary>
/// <param name="context">The context that will be used when executing converter.</param>
public abstract void OnRun(ref RunItemContext context);
/// <summary>
/// The method that will be run after the converters are done if needed.
/// </summary>
public virtual void OnPostRun()
{
}
}
}