using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
[Serializable]
public class ReportElement
{
///
/// GUID(白名单存储对象)
///
public string GUID;
///
/// 扫描是否通过
///
public bool Passes = true;
///
/// 反馈的信息列表
///
public List ScanInfos = new List();
public ReportElement(string guid)
{
GUID = guid;
}
///
/// 添加扫描信息
///
public void AddScanInfo(string headerTitle, string value)
{
var reportScanInfo = new ReportScanInfo(headerTitle, value);
ScanInfos.Add(reportScanInfo);
}
///
/// 添加扫描信息
///
public void AddScanInfo(string headerTitle, long value)
{
AddScanInfo(headerTitle, value.ToString());
}
///
/// 添加扫描信息
///
public void AddScanInfo(string headerTitle, double value)
{
AddScanInfo(headerTitle, value.ToString());
}
///
/// 获取扫描信息
///
public ReportScanInfo GetScanInfo(string headerTitle)
{
foreach (var scanInfo in ScanInfos)
{
if (scanInfo.HeaderTitle == headerTitle)
return scanInfo;
}
UnityEngine.Debug.LogWarning($"Not found {nameof(ReportScanInfo)} : {headerTitle}");
return null;
}
#region 临时字段
///
/// 是否在列表里选中
///
public bool IsSelected { set; get; }
///
/// 是否在白名单里
///
public bool IsWhiteList { set; get; }
///
/// 是否隐藏元素
///
public bool Hidden { set; get; }
#endregion
}
}