Add Unity Pipeline package support
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using Unity.Pipeline.Models;
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namespace Unity.Pipeline.Editor.Commands.Assets
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{
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/// <summary>
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/// Structured result for the <c>find_assets</c> command (CLI-191): a list of matched assets, each
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/// described as the canonical <see cref="AuthoringResult"/> (path / GUID / type) so an agent can
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/// feed any entry straight back into another command as an <see cref="ObjectRef"/>.
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///
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/// Lives in the Editor command assembly (rather than Runtime/Models) because find_assets is an
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/// Editor-only command and the foundation Runtime/Models are shared/frozen for parallel work.
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/// </summary>
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[System.Serializable]
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public class FindAssetsResult
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{
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/// <summary>The AssetDatabase filter string that was executed (for diagnostics).</summary>
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[JsonProperty("filter")]
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public string Filter { get; set; }
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/// <summary>Number of assets returned (after the limit is applied).</summary>
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[JsonProperty("count")]
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public int Count { get; set; }
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/// <summary>True when the result was capped by the <c>limit</c> argument.</summary>
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[JsonProperty("truncated")]
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public bool Truncated { get; set; }
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/// <summary>The matched assets, each with path / GUID / type.</summary>
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[JsonProperty("assets")]
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public List<AuthoringResult> Assets { get; set; } = new List<AuthoringResult>();
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}
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}
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