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# if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Rendering;
using UnityEngine;
namespace UnityEngine.Rendering
{
public class RequiredSettingsSOT<T> : RequiredSettingsSO where T : RequiredSettingBase
{
[SerializeField]
public List<T> m_requiredSettings;
public override List<RequiredSettingBase> requiredSettings => new List<RequiredSettingBase>(m_requiredSettings);
public bool allGood
{
get
{
if (requiredSettings == null || requiredSettings.Count == 0)
return true;
foreach(var setting in requiredSettings)
{
if (!setting.state)
return false;
}
return true;
}
}
}
public abstract class RequiredSettingsSO : ScriptableObject, RequiredSettingsSOI
{
public abstract List<RequiredSettingBase> requiredSettings { get; }
}
public interface RequiredSettingsSOI
{
public List<RequiredSettingBase> requiredSettings { get; }
}
}
#endif