using System; using System.Collections.Generic; namespace UnityEditor.TestTools.TestRunner.UnityTestProtocol { // This class is used for serialization purposes // which requires public access to fields and a default empty constructor [Serializable] internal class PlayerSettings { public string ScriptingBackend; public bool MtRendering; public bool GraphicsJobs; public bool GpuSkinning; public string GraphicsApi; public string Batchmode; public string StereoRenderingPath; public string RenderThreadingMode; public string AndroidMinimumSdkVersion; public string AndroidTargetSdkVersion; public string ScriptingRuntimeVersion; public string AndroidTargetArchitecture; public bool StripEngineCode; public PlayerSettings( string scriptingBackend, bool gpuSkinning, string graphicsApi, string batchmode, string stereoRenderingPath, string renderThreadingMode, string androidTargetSdkVersion, string androidMinimumSdkVersion = "", bool graphicsJobs = false, bool mtRendering = false ) { ScriptingBackend = scriptingBackend; GpuSkinning = gpuSkinning; GraphicsApi = graphicsApi; Batchmode = batchmode; StereoRenderingPath = stereoRenderingPath; RenderThreadingMode = renderThreadingMode; AndroidTargetSdkVersion = androidTargetSdkVersion; AndroidMinimumSdkVersion = androidMinimumSdkVersion; GraphicsJobs = graphicsJobs; MtRendering = mtRendering; } public PlayerSettings() { } } }