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