using System; namespace UnityGLTF { [Serializable()] public class WebRequestException : Exception { public WebRequestException() : base() { } public WebRequestException(string message) : base(message) { } public WebRequestException(string message, Exception inner) : base(message, inner) { } #if UNITY_WEBREQUEST public WebRequestException(UnityEngine.Networking.UnityWebRequest www) : base(string.Format("Error: {0} when requesting: {1}", www.responseCode, www.url)) { } #endif #if !WINDOWS_UWP protected WebRequestException(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context) { } #endif } [Serializable()] public class ShaderNotFoundException : Exception { public ShaderNotFoundException() : base() { } public ShaderNotFoundException(string message) : base(message) { } public ShaderNotFoundException(string message, Exception inner) : base(message, inner) { } #if !WINDOWS_UWP protected ShaderNotFoundException(System.Runtime.Serialization.SerializationInfo info, System.Runtime.Serialization.StreamingContext context) { } #endif } /// /// GLTFLoad exceptions occur during runtime errors through use of the GLTFSceneImporter /// public class GLTFLoadException : Exception { public GLTFLoadException() : base() { } public GLTFLoadException(string message) : base(message) { } } }