Class WaveCreator.Input
Everything needed to create or update one stage's Wave asset chain.
Inheritance
WaveCreator.Input
Assembly: Serenity.UnityWave.Editor.dll
public sealed class WaveCreator.Input
Constructors
Declaration
Fields
Folder Serenity.Wave.Editor.Builder.WaveCreator.IsKnownCharacterPrefab(UnityEngine.GameObject,System.String) searches for CharacterConfigSO
assets when warning about an actor that matches no known archetype prefab — a test seam mirroring
DuplicateIdSearchFolder. Empty (the production default) scans the whole project.
Declaration
public string CharacterPrefabSearchFolder
Field Value
Folder Serenity.Wave.Editor.Builder.WaveCreator.ValidateDuplicateIdsElsewhere(Serenity.Wave.Editor.Builder.WaveCreator.Input,System.Collections.Generic.List{Serenity.Wave.Editor.Builder.WaveCreator.WaveInput},Serenity.Global.Infrastructure.Editor.SerenityCreationValidationResult) searches for a duplicate wave or Wave
Set Id outside this run's own folders — a test seam mirroring every other creator's
DuplicateIdSearchFolder. Empty (the production default) scans the whole project.
Declaration
public string DuplicateIdSearchFolder
Field Value
Declaration
public bool RegisterAsAddressables
Field Value
The stage's own folder — …/Stages/<Name>/ by convention. Waves are created
under StageFolderPath/Waves/; the Wave Set asset is created directly inside
StageFolderPath, sibling to the stage prefab.
Declaration
public string StageFolderPath
Field Value
Declaration
Field Value
Declaration
public List<WaveCreator.WaveInput> Waves
Field Value