< Summary

Class:DCL.Asset
Assembly:AssetPromiseKeeper
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/AssetManager/Common/Asset.cs
Covered lines:1
Uncovered lines:1
Coverable lines:2
Total lines:24
Line coverage:50% (1 of 2)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
Clone()0%110100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/AssetManager/Common/Asset.cs

#LineLine coverage
 1using UnityEngine;
 2
 3namespace DCL
 4{
 5    public abstract class Asset_WithPoolableContainer : Asset
 6    {
 7        public abstract GameObject container { get; set; }
 8    }
 9
 10    /// <summary>
 11    /// Any Asset is the resource wrapper. It has all the specific logic related to handling the asset visually
 12    /// and cloning/cleaning it up.
 13    ///
 14    /// Here we shouldn't have any loading related code.
 15    /// </summary>
 16    public abstract class Asset : System.ICloneable
 17    {
 018        public object id { get; internal set; }
 19
 6120        public virtual object Clone() { return this.MemberwiseClone(); }
 21
 22        public abstract void Cleanup();
 23    }
 24}

Methods/Properties

id()
id(System.Object)
Clone()