Class 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.
Inheritance
CutsceneCreator
Assembly: Serenity.UnityCutscenePlayer.Installation.Editor.dll
Syntax
public static class CutsceneCreator
Methods
Validates the request, then generates the assets. Rolls back every created path on failure.
Declaration
public static CutsceneCreator.Result Create(CutsceneCreator.Input input)
Parameters
Returns
ToPascalIdentifier(string)
Converts an arbitrary string into a valid PascalCase C# identifier (alphanumeric, letter-led). Used to
derive the generated Signal/Action type names and the boot-task id from the cutscene id, so they are
always compilable and unique. Mirrors ModalCreator.ToPascalIdentifier. Delegates to
ToPascalIdentifier(string, string).
Declaration
public static string ToPascalIdentifier(string value)
Parameters
| Type |
Name |
Description |
| string |
value |
|
Returns
Returns a human-readable validation error, or null when the request is valid.
Declaration
public static string Validate(CutsceneCreator.Input input)
Parameters
Returns