Namespace Serenity.CutscenePlayer.Installation.Settings.Editor.Builder
Classes
CreateCutsceneWindow
Step-by-step window for creating a cutscene: pick a stage template, edit the stages, choose a rig, opt into a no-code play trigger, then create. The window only collects input; CutsceneCreator does the asset/script work (and registers the new definition into the player settings). Mirrors the Settings Wizard.
CutsceneCreator
Builds a cutscene from a single description: a UnityCutsceneDefinition with its stages and
(optionally) a freshly-created rig prefab, registered into the project's
UnityCutscenePlayerSettings, plus an optional no-code play trigger (a Signal+Action script).
Separation of concerns (mirrors ModalCreator / GameSettingCreator):
CreateCutsceneWindow only collects input; every file/asset mutation lives here, with
rollback on failure so a failed run leaves the project untouched.
CutsceneCreator.Input
Everything needed to create one cutscene.
CutsceneCreator.Result
Outcome of a Create(Input) call.
CutsceneCreator.StageInput
One authored stage (the window's editable row).
CutscenePresetLibrary
Curated starting stage layouts for the Cutscene Wizard, so a cutscene is never authored from a blank list.
Mirrors GameSettingPresetLibrary in spirit. Each preset only seeds the stage list — the user can
freely edit it afterwards.
CutscenePresetLibrary.Preset
A named starting point that builds an editable stage list.
CutsceneTriggerScriptCreator
Generates a no-code "play this cutscene" trigger: a {Name}ActionSignal paired with an
[AutoRegisterEventAction] {Name}Action whose Execute resolves ICutscenePlayerService
from the ServiceLocatorBridge and plays the cutscene by id (the service is already registered in the
locator by UnitySerenityInstaller.InstallCutscenePlayer). A designer then fires the generated signal
with the existing no-code SignalEmitterComponent — no hand-written code anywhere.
Thin wrapper over Serenity.UnityGlobal.Infrastructure.Editor.EventDispatcherActionScriptGenerator.CreateActionScript(System.String,System.String,System.String,System.String[],System.String[],System.Boolean) (the same
generator the Modal Builder uses), supplying a cutscene-specific Execute body.
Enums
CutsceneCreator.RigMode
How the cutscene's rig prefab is provided.
CutsceneTriggerScriptCreator.TriggerKind
How the generated trigger drives the cutscene.