Class SequencePlayerCreator.Result
Inheritance
SequencePlayerCreator.Result
Assembly: Serenity.UnitySequencePlayer.Infrastructure.Editor.dll
Syntax
public sealed class SequencePlayerCreator.Result : SerenityCreationResult
Constructors
Result()
Declaration
Fields
Definitions
Declaration
public readonly List<SequencePlayerCreator.DefinitionResult> Definitions
Field Value
NeedsSceneServicePlacement
The STATIC half of the scene-placement concern — always true on a successful
Create(Input) — a structured signal (not a substring match over Warnings)
that this asset chain, by construction, is never sufficient on its own: SequencePlayer has no
installer, so a UnitySequencePlayerService is always still required somewhere. This flag
answers WHETHER the concern applies at all; it is set once, at Create(Input) time, and never
changes afterward. It does NOT answer whether a service currently exists — that is a live,
scene-state question the engine cannot answer (it only ever touches assets) and does not attempt
to: CreateSequencePlayerWindow owns that DYNAMIC half via its own scene scan, gating its
whole scene-placement section's rendering on this flag first, then rendering the live scan's
current result underneath. See SceneServicePlacementWarningMessage for the prose
version, still recorded in Warnings for logs.
Declaration
public bool NeedsSceneServicePlacement
Field Value
SettingsAssetPath
Declaration
public string SettingsAssetPath
Field Value
SettingsUpdatedExisting
Declaration
public bool SettingsUpdatedExisting
Field Value