chunk 2: remaining non-audio non-NewImport assets
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// Copyright 2020 Google LLC
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// https://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Google.Play.AssetDelivery
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{
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/// <summary>
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/// A <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction.html">CustomYieldInstruction</a>
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/// used to monitor the asynchronous retrieval of a batch of asset packs.
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/// </summary>
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public abstract class PlayAssetPackBatchRequest : CustomYieldInstruction
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{
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/// <summary>
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/// A dictionary of asset pack requests, keyed by name, that are present in this batch.
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/// </summary>
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public IDictionary<string, PlayAssetPackRequest> Requests;
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/// <summary>
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/// Returns true if all requests in this batch are in either the <see cref="AssetDeliveryStatus.Available"/> or
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/// <see cref="AssetDeliveryStatus.Failed"/> status, false otherwise.
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/// </summary>
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public bool IsDone { get; protected set; }
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/// <summary>
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/// Event indicating that all the requests in this batch are complete. If an event handler is registered after
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/// the operation has completed, and thus after this event has been invoked, then the handler will be called
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/// synchronously.
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/// </summary>
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public virtual event Action<PlayAssetPackBatchRequest> Completed = delegate { };
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/// <summary>
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/// Implements the <a href="https://docs.unity3d.com/ScriptReference/CustomYieldInstruction-keepWaiting.html">CustomYieldInstruction.keepWaiting</a>
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/// property so that this request can be yielded on in a coroutine.
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/// </summary>
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public override bool keepWaiting
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{
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get { return !IsDone; }
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}
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/// <summary>
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/// Invokes the <see cref="Completed"/> event.
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/// </summary>
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protected void InvokeCompletedEvent()
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{
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Completed.Invoke(this);
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}
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}
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}
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