struct in Unity.Properties
/
Implemented in:UnityEngine.PropertiesModule
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CloseA PropertyPath is used to store a reference to a single property within a tree.
The path is stored as an array of parts and can be easily queried for algorithms.
IsEmpty | Gets if there is any part contained in the PropertyPath. |
Length | Gets the number of parts contained in the PropertyPath. |
this[int] | Gets the PropertyPathPart at the given index. |
PropertyPath | Initializes a new instance of the PropertyPath based on the given property string. |
Equals | Indicates whether this instance and a specified object are equal. |
AppendIndex | Returns a new PropertyPath combining the given PropertyPath and an index-type PropertyPathPart. |
AppendKey | Returns a new PropertyPath combining the given PropertyPath and an key-type PropertyPathPart. |
AppendName | Returns a new PropertyPath combining the given PropertyPath and an name-type PropertyPathPart. |
AppendPart | Returns a new PropertyPath combining the given PropertyPath and PropertyPathPart. |
AppendProperty | Returns a new PropertyPath combining the given PropertyPath and a PropertyPathPart whose type will be based on the property interfaces. |
Combine | Returns a new PropertyPath combining the parts of the two given PropertyPath. |
FromIndex | Returns a new PropertyPath from the provided index. |
FromKey | Returns a new PropertyPath from the provided key. |
FromName | Returns a new PropertyPath from the provided name. |
FromPart | Returns a new PropertyPath from the provided PropertyPathPart. |
Pop | Returns a new PropertyPath that will not include the last PropertyPathPart. |
SubPath | Returns a new PropertyPath containing the PropertyPathPart starting at the given start index. |
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