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    Class SequencePlayerCreator.Result

    Outcome of a Create(Input) call.

    Inheritance
    object
    SequencePlayerCreator.Result
    Namespace: Serenity.SequencePlayer.Infrastructure.Editor.Builder
    Assembly: Serenity.UnitySequencePlayer.Infrastructure.Editor.dll
    Syntax
    public sealed class SequencePlayerCreator.Result : SerenityCreationResult

    Constructors

    Result()

    Declaration
    public Result()

    Fields

    Definitions

    Declaration
    public readonly List<SequencePlayerCreator.DefinitionResult> Definitions
    Field Value
    Type Description
    List<SequencePlayerCreator.DefinitionResult>

    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
    Type Description
    bool

    SettingsAssetPath

    Declaration
    public string SettingsAssetPath
    Field Value
    Type Description
    string

    SettingsUpdatedExisting

    Declaration
    public bool SettingsUpdatedExisting
    Field Value
    Type Description
    bool
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