43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
using System;
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using Newtonsoft.Json;
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namespace Unity.Pipeline.Models
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{
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/// <summary>
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/// Canonical identity of an object an authoring command created or acted on, returned as the
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/// command result so an agent can reference it in a follow-up call (via <see cref="ObjectRef"/>).
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/// Asset objects carry assetPath/guid(/fileId); loaded/scene objects carry instanceId/hierarchyPath.
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/// </summary>
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[Serializable]
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public class AuthoringResult
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{
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/// <summary>Canonical GlobalObjectId string for the object.</summary>
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[JsonProperty("globalId")]
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public string GlobalId { get; set; }
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/// <summary>Project-relative asset path, if the object is an asset.</summary>
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[JsonProperty("assetPath")]
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public string AssetPath { get; set; }
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/// <summary>Asset GUID, if the object is an asset.</summary>
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[JsonProperty("guid")]
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public string Guid { get; set; }
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/// <summary>Local file id within the asset, for sub-assets.</summary>
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[JsonProperty("fileId")]
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public long? FileId { get; set; }
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/// <summary>Instance id, if the object is loaded/in a scene.</summary>
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[JsonProperty("instanceId")]
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public ObjectId? InstanceId { get; set; }
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/// <summary>Scene hierarchy path, for scene objects.</summary>
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[JsonProperty("hierarchyPath")]
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public string HierarchyPath { get; set; }
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/// <summary>Object type name (e.g. "GameObject", "Material", "DefaultAsset").</summary>
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[JsonProperty("type")]
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public string Type { get; set; }
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}
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}
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