using System;
namespace UnityEngine.Rendering
{
///
/// Attribute specifying information to reload with . This is only
/// used in the editor and doesn't have any effect at runtime.
///
///
///
[AttributeUsage(AttributeTargets.Field)]
public sealed class ReloadAttribute : Attribute
{
///
/// Lookup method for a resource.
///
public enum Package
{
///
/// Used for builtin resources when the resource isn't part of the package (i.e. builtin
/// shaders).
///
Builtin,
///
/// Used for resources inside the package.
///
Root,
///
/// Used for builtin extra resources when the resource isn't part of the package (i.e. builtin
/// extra Sprite).
///
BuiltinExtra,
};
#if UNITY_EDITOR
///
/// The lookup method.
///
public readonly Package package;
///
/// Search paths.
///
public readonly string[] paths;
#endif
///
/// Creates a new for an array by specifying each resource
/// path individually.
///
/// Search paths
/// The lookup method
public ReloadAttribute(string[] paths, Package package = Package.Root)
{
#if UNITY_EDITOR
this.paths = paths;
this.package = package;
#endif
}
///
/// Creates a new for a single resource.
///
/// Search path
/// The lookup method
public ReloadAttribute(string path, Package package = Package.Root)
: this(new[] { path }, package)
{ }
///
/// Creates a new for an array using automatic path name
/// numbering.
///
/// The format used for the path
/// The array start index (inclusive)
/// The array end index (exclusive)
/// The lookup method
public ReloadAttribute(string pathFormat, int rangeMin, int rangeMax,
Package package = Package.Root)
{
#if UNITY_EDITOR
this.package = package;
paths = new string[rangeMax - rangeMin];
for (int index = rangeMin, i = 0; index < rangeMax; ++index, ++i)
paths[i] = string.Format(pathFormat, index);
#endif
}
}
}