BITFALL/Assets/BITKit/UnityEditor/AssetCacheScriptableObject.cs

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using System.Collections;
using System.Collections.Generic;
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using AYellowpaper.SerializedCollections;
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#if UNITY_EDITOR
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using UnityEditor;
using UnityEditor.UIElements;
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#endif
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using UnityEngine;
using UnityEngine.UIElements;
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namespace BITKit.GameEditor
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{
public class AssetCacheScriptableObject : ScriptableObject
{
[SerializeField] private Object[] _assets;
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[SerializeField] private SerializedDictionary<string, Object[]> folders;
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public Object[] Assets => _assets;
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public Dictionary<string, Object[]> Folders=>folders;
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}
}