#if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; public class AxiStatisticsCache : ScriptableObject { public List caches = new List(); } [Serializable] public class AxiStatisticsDatas { /// /// [0]Sence [1]Prefab /// public int type; public string FullPath; public List nodes = new List(); } [Serializable] public class AxiStatistics_Node { public string Name; public List link = new List(); public int LinkHash; public string LinkFullStr; //public string NodeFullPath; // /// // /// 表示相同路径只有一个 // /// // public bool NodeIdxOnlyOne; /// /// 表示相同路径是第几个下标 /// //public int NodeIdx; public List components = new List(); } [Serializable] public class AxiStatistics_Node_Link { public string Name; public bool OnlyOne; public int Idx; public int NodeHash; } [Serializable] public class AxiStatistics_Node_Component { public string type; /// /// 表示相同组件只有一个 /// public bool ComTypeOnlyOne; /// /// 表示相同组件是第几个下标 /// public int ComIdxNum; //Rigboody public bool simulated; public float gravityScale; public bool isKinematic; //BoxCollider2D public Vector2 center; public Vector2 size; } #endif