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;
}
}
}