using System;
namespace UnityEditor.Rendering.Universal.Converters
{
///
/// A structure holding the information for each Item that needs to be Converted.
/// Name = The Name of the asset that is being converted.
/// Info = Information that can be used to store some data. This will also be shown in the UI.
/// WarningMessage = If there are some issues with the converter that we already know about.
/// Example: If we know it is a custom shader, we can not convert it so we add the information here.
/// HelpLink = Link to the documentation of how to convert this asset. Useful if the conversion failed or if we know we can not convert this asset automatically.
///
[Serializable]
internal struct ConverterItemDescriptor
{
/// Name of the asset being converted. This will be shown in the UI.
public string name;
/// Information that can be used to store some data. This will also be shown in the UI.
public string info;
/// If there are some issues with the converter that we already know about during init phase. This will be added as a tooltip on the warning icon.
public string warningMessage;
/// Link to the documentation of how to convert this asset. Useful if the conversion failed or if we know we can not convert this asset automatically.
public string helpLink;
}
}