Files
AIC-Project/Client/PackageLocal/com.unity.pipeline@0.4.0-exp.1/Editor/Commands/GameObjects/CreateGameObjectsResult.cs
T

27 lines
1.3 KiB
C#

using System.Collections.Generic;
using Newtonsoft.Json;
using Unity.Pipeline.Models;
namespace Unity.Pipeline.Editor.Commands.GameObjects
{
/// <summary>
/// Structured result for the batch <c>create_gameobjects</c> command (CLI-223). WHY a dedicated
/// envelope rather than a bare array: it carries the created <see cref="Count"/> alongside the
/// list so an agent can confirm the whole batch landed in one round-trip without inspecting array
/// length, and mirrors <see cref="FindGameObjectsResult"/> so the GameObject command surface stays
/// consistent. Each entry is the same canonical <see cref="AuthoringResult"/> identity returned by
/// the single-object <c>create_gameobject</c>, so any created object can be fed straight back as an
/// <see cref="ObjectRef"/> in a follow-up call.
/// </summary>
public sealed class CreateGameObjectsResult
{
/// <summary>Number of GameObjects created in the batch.</summary>
[JsonProperty("count")]
public int Count { get; set; }
/// <summary>Canonical identities of the created GameObjects, in creation order.</summary>
[JsonProperty("gameObjects")]
public List<AuthoringResult> GameObjects { get; set; } = new List<AuthoringResult>();
}
}