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    Class GameModeSettingsCreator.Input

    Everything needed to create or update a UnityGameModeSettingsDefinition.

    Inheritance
    object
    GameModeSettingsCreator.Input
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    Namespace: Serenity.GameMode.Installation.Editor.Builder
    Assembly: Serenity.UnityGameMode.Installation.Editor.dll
    Syntax
    public sealed class GameModeSettingsCreator.Input

    Constructors

    Input()

    Declaration
    public Input()

    Fields

    GameActionMapName

    Declaration
    public string GameActionMapName
    Field Value
    Type Description
    string

    Id

    Declaration
    public string Id
    Field Value
    Type Description
    string

    InputAsset

    Declaration
    public InputActionAsset InputAsset
    Field Value
    Type Description
    InputActionAsset

    MenuActionMapName

    Declaration
    public string MenuActionMapName
    Field Value
    Type Description
    string

    OutputFolderPath

    Folder new assets are created under, and searched (non-recursively via UnityEditor.AssetDatabase.FindAssets(System.String,System.String[]), which IS recursive — see FindExistingByIdInFolder) for an existing same-Id settings asset to update in place.

    Declaration
    public string OutputFolderPath
    Field Value
    Type Description
    string

    PauseAffectsTimeScale

    Declaration
    public bool PauseAffectsTimeScale
    Field Value
    Type Description
    bool

    PauseDuringSceneLoad

    Declaration
    public bool PauseDuringSceneLoad
    Field Value
    Type Description
    bool

    PauseMenuId

    Declaration
    public string PauseMenuId
    Field Value
    Type Description
    string

    PlayerInputSettingsSearchFolder

    Folder Serenity.GameMode.Installation.Editor.Builder.GameModeSettingsCreator.ValidateInputAssetMatchesPlayerInput(Serenity.GameMode.Installation.Editor.Builder.GameModeSettingsCreator.Input,Serenity.Global.Infrastructure.Editor.SerenityCreationValidationResult) searches for the project's UnityPlayerInputSettingsDefinition — a test seam mirroring Serenity.Logging.Infrastructure.Editor.Builder.LoggingProfileCreator's explicit-path seams. Empty (the production default) scans the whole project, matching what "the project's PlayerInputSettings" means at authoring time; a test pins this to its own fixture folder so the check never depends on whether the real project happens to already ship a PlayerInputSettings asset elsewhere.

    Declaration
    public string PlayerInputSettingsSearchFolder
    Field Value
    Type Description
    string

    RegisterAsAddressables

    Declaration
    public bool RegisterAsAddressables
    Field Value
    Type Description
    bool

    TransitionSignals

    Per-(mode,direction) authored signal rows. A (mode, direction) pair absent from this list is left completely untouched on an existing asset — only pairs present here are replaced.

    Declaration
    public List<GameModeSettingsCreator.TransitionSignalRow> TransitionSignals
    Field Value
    Type Description
    List<GameModeSettingsCreator.TransitionSignalRow>

    WaitForGameplayReadinessSignal

    Declaration
    public bool WaitForGameplayReadinessSignal
    Field Value
    Type Description
    bool
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