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							- using UnityEngine;
 
- namespace AssetBundleBrowser
 
- {
 
-     /// <summary>
 
-     /// This class maintains a record of a loaded asset bundle, allowing us
 
-     /// to associate the full path of an asset bundle with the actual bundle,
 
-     /// so that we can:
 
-     /// 
 
-     /// 1. distinguish between bundle variants, which, when loaded
 
-     /// resolve to the same name. 
 
-     /// 
 
-     /// 2. Differentiate between the same asset bundles built for different platforms.
 
-     /// 
 
-     /// ex:
 
-     ///
 
-     /// Two asset bundle variants:
 
-     /// 
 
-     /// - variant one: mycylinder.one
 
-     /// - variant two: mycylinder.two
 
-     /// 
 
-     /// Will Resolve to "mycylinder" when loaded.
 
-     /// 
 
-     /// Likewise, 
 
-     /// 
 
-     /// - iOS: AssetBundles/iOS/myBundle
 
-     /// - Android: AssetBundle/Android/myBundle
 
-     /// 
 
-     /// Will both resolve to "mybundle" when loaded.
 
-     /// 
 
-     /// </summary>
 
-     internal class AssetBundleRecord
 
-     {
 
-         /// <summary>
 
-         /// Full path of the asset bundle.
 
-         /// </summary>
 
-         internal string path { get; private set; }
 
-         /// <summary>
 
-         /// Reference to the loaded asset bundle associated with the path.
 
-         /// </summary>
 
-         internal AssetBundle bundle { get; private set; }
 
-         internal AssetBundleRecord(string path, AssetBundle bundle)
 
-         {
 
-             if (string.IsNullOrEmpty(path) ||
 
-                 null == bundle)
 
-             {
 
-                 string msg = string.Format("AssetBundleRecord encountered invalid parameters path={0}, bundle={1}",
 
-                     path,
 
-                     bundle);
 
-                 
 
-                 throw new System.ArgumentException(msg);
 
-             }
 
-             this.path = path;
 
-             this.bundle = bundle;
 
-         }
 
-     }
 
- }
 
 
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