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 } }