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    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.

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