using System; using UnityEngine; namespace UnityEditor.AdaptivePerformance.Editor.Analytics { [Serializable] struct AdaptivePerformanceUsageAnalyticsArgs { /// /// The actual event type which define the context of the event under a common table. /// [SerializeField] private string eventType; /// /// The of the build. /// [SerializeField] private string buildGuid; /// /// The target platform. /// [SerializeField] private string targetPlatform; /// /// The target platform version. /// [SerializeField] private string targetPlatformVersion; /// /// List of Adaptive Performance Providers installed. /// [SerializeField] private AdaptivePerformanceInfo[] apProvidersInfo; public AdaptivePerformanceUsageAnalyticsArgs( EventType eventType, AdaptivePerformanceInfo[] apProvidersInfo, GUID? buildGuid = null, BuildTarget? targetPlatform = null, string targetPlatformVersion = null) { this.eventType = eventType.ToString(); this.buildGuid = buildGuid.ToString(); this.targetPlatform = targetPlatform?.ToString(); this.apProvidersInfo = apProvidersInfo; this.targetPlatformVersion = targetPlatformVersion; } public enum EventType { BuildPlayer } [Serializable] public struct AdaptivePerformanceInfo { /// /// Name of the AR Manager. /// public string name; /// /// True if the AR Manager is active in the scene, otherwise False. /// public bool active; } } }