r2mods/ilspy_dump/ror2_csproj/RoR2/AssetCheckArgs.cs

92 lines
1.7 KiB
C#

using System.IO;
using JetBrains.Annotations;
using UnityEngine;
namespace RoR2;
public class AssetCheckArgs
{
[NotNull]
public ProjectIssueChecker projectIssueChecker;
[NotNull]
public Object asset;
[CanBeNull]
public Component assetComponent => asset as Component;
[CanBeNull]
public GameObject gameObject => assetComponent?.gameObject;
[CanBeNull]
public GameObject gameObjectRoot => gameObject?.transform.root?.gameObject;
public bool isPrefab => GameObjectIsPrefab(gameObjectRoot);
public bool isPrefabVariant => GameObjectIsPrefabVariant(gameObjectRoot);
[CanBeNull]
public GameObject prefabRoot
{
get
{
GameObject result = gameObjectRoot;
if (GameObjectIsPrefab(result))
{
return result;
}
return null;
}
}
private static bool GameObjectIsPrefab(GameObject gameObject)
{
return false;
}
private static bool GameObjectIsPrefabVariant(GameObject gameObject)
{
return false;
}
public void UpdatePrefab()
{
_ = (bool)prefabRoot;
}
public void Log(string str, Object context = null)
{
projectIssueChecker.Log(str, context);
}
public void LogError(string str, Object context = null)
{
projectIssueChecker.LogError(str, context);
}
public void LogFormat(Object context, string format, params object[] formatArgs)
{
projectIssueChecker.LogFormat(context, format, formatArgs);
}
public void LogErrorFormat(Object context, string format, params object[] formatArgs)
{
projectIssueChecker.LogErrorFormat(context, format, formatArgs);
}
public void EnsurePath(string path)
{
Directory.Exists(path);
}
public T LoadAsset<T>(string fullFilePath) where T : Object
{
File.Exists(fullFilePath);
return null;
}
public static void CreateAsset<T>(string path)
{
}
}