Namespace Serenity.SampleScene.Infrastructure.Editor
Classes
SerenitySampleSceneGenerator
Generates the demo scene Assets/Documentation/SAMPLE_SCENE_GUIDE.md walks a designer through by
hand: a Canvas/EventSystem, the Diagnostics Overlay, a reusable Toast prefab, and a button that shows it
directly. The guide's signal-emitter/reaction chain is intentionally not generated — it depends on
IEventDispatcherService, which only the boot pipeline registers, so it would silently do nothing in
this standalone scene (see section 5 of the guide for adding it by hand in a booted project).
Hand-authoring the resulting .unity/.prefab YAML is unreviewable and unmaintainable, so this
is a deterministic C# generator instead: a human runs it once via the menu item below, and its output is
reproducible and unit-testable (see Generate(string), which every test drives directly against a
disposable output folder instead of the shipped one).
Mirrors ThemeCreator/SignalDefinitionCreator: a static class, a SerenitySampleSceneGenerator.Result DTO,
created-paths rollback on failure, and Addressables registration only after the whole run succeeds.
SerenitySampleSceneGenerator.Result
Outcome of a Generate(string) call. The inherited Serenity.Global.Infrastructure.Editor.SerenityCreationResult.CreatedPaths covers folders and the toast prefab, and is empty on a rerun that only updated already-existing assets in place.