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();
}
}