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using System;
using System.Collections.Generic;
using System.ComponentModel;
namespace UnityEngine.Perception.Randomization
{
/// <summary>
/// A basic <see cref="AssetSourceLocation"/> for loading local project assets
/// </summary>
[Serializable]
[DisplayName("Assets In Project")]
public class LocalAssetSourceLocation : AssetSourceLocation
{
/// <summary>
/// The list of local assets available from this source
/// </summary>
public List<Object> assets = new List<Object>();
/// <inheritdoc/>
public override int count => assets.Count;
/// <inheritdoc/>
public override void Initialize<T>(AssetRole<T> assetRole) { }
/// <inheritdoc/>
public override void ReleaseAssets() { }
/// <inheritdoc/>
public override T LoadAsset<T>(int index)
{
return (T)assets[index];
}
}
}